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Thread: Sign post

  1. #21
    Octorok Master_of_Power's Avatar
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    Re: Sign post

    in the text editor you could choose a frame
    Keeping something big a secret, in case it doesn't work out I can understand.
    But he deliberatly drops little hints just to drive us mad.

  2. #22
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    Re: Sign post

    howhowhowhowhowhow
    how can I do this

  3. #23
    Octorok Ebola Zaire's Avatar
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    Re: Sign post

    Quote Originally Posted by Master_of_Power View Post
    in the text editor you could choose a frame
    You can do that now?!?

    Geez, I'm not paying attention lately.

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    Re: Sign post

    Would anyone mind modifying this script so that after speaking to the NPC, there is a second or so gap before you can speak to it again - so that you can actually walk away from them, instead of being trapped and having to talk to them several times?

    EDIT: And then it dawned upon me. The way to fix this was not to pester other people, but to figure out a way to do it myself!

    Anyway, the script for the real NPCs works a lot better if you change the two 'InputA' commands to 'InputL' and use the L button to speak to people, because then if you have the 'Messages can be sped up with the A button' rule on, which I assume most people do, you don't get stuck in a loop of talking to the same NPC about 3 or 4 times.

  5. #25
    Octorok
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    Re: Sign post

    is it possible to get the signpost to play the sound the same as an actual
    string displaying in a room, as in.. constantly as it's typing the letters out?

    I haven't tried the NPC with sound, but the signpost doesn't have that option.
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  6. #26
    Lynel
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    Re: Sign post

    The Message itself should take care of creating that sound. That is not changed in either the Signpost or the NPC scripts. The sound option in the NPC script is for, say, a dog making a "woof" sound when you talk to it, in addition to the message "Dog: Woof!".

    If you're not getting a sound out of your messages, check to make sure the SFX box is filled in in the String editor. If it isn't, you can set it to the default (18)
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  7. #27
    Octorok
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    Re: Sign post

    it didn't work in the last version of ZC (where I added it), but in 718 it works fine.
    Thanks
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    Gel Blood Less's Avatar
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    Re: Sign post

    Im very new at scripting and I put in the script exactly but it has 4 errors 2 that say that "DIR_UP" is undeclared and 2 that say "waitframe" is undeclared, what does that meen and how do i fix it?
    90% of teens will cry when the Jonas brothers jump off the Empire State Building, copy and paste this in your sig if you will be one of the ten percent yelling "Jump higher!".

  9. #29
    Octorok Elmensajero's Avatar
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    Re: Sign post

    DIR_UP is declared in "std.zh". This file should already be in the same folder as ZQuest is (unless you moved it for some reason extracting all the files), so make sure that it is there, and at the top of the script there is the following line:
    Code:
    import "std.zh"
    Also, for "Waitframe();", make sure that the 'w' is capitalized and the rest of that line of code looks exactly like it is found in the first post of this thread.

    If you have more trouble, just make sure you follow the steps in post 14 to get it working.
    Looking for the newest 2.5 content? Check out CZC for quests, demos, scripts, and more!

  10. #30
    Gel Blood Less's Avatar
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    Re: Sign post

    Thanks, it works now.:)
    90% of teens will cry when the Jonas brothers jump off the Empire State Building, copy and paste this in your sig if you will be one of the ten percent yelling "Jump higher!".

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