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Dialogue-based transmission
About This Mod
Resume I was looking for a more beautiful and easy way to play the conversations of the characters, so I decided to create this. Running a dialog eliminates the standard user interface, and the portrait and text boxes move around the screen and are fixed in place before being ready to process Transfers. This is not considered a transfer. You can specify the name of the speaker and the font of the text, as well as a number of "advanced" features that allow you to change some parameters. We haven't tested this feature in a multiplayer game, but it should work just like in a single-player game. However, all players will see the same thing, and any player should be able to press a key to advance the conversation for all. I plan to update this topic when the map is complete, so if you have any suggestions, I'd love to hear them. Also, if you know how to hide all the global variables I use in the library, please let me know. Here are the actions performed to use the triggers: manual conditions press the button override font override speaker name X speaker name offset Y speaker text offset X speaker text offset Y speaker text offset Y send start send send text send last option manual conditions This is a fairly simple condition, defaults to "false" and requires the keystroke to complete the outgoing message. The default key is [space] In the Youtube video, this parameter is set to true, and the Wait for Condition and Wait triggers are used to jump from one show to another. If you set a default value, you can use it to change the [space] key to any other value. Font Override If you are not satisfied with the default font, you can use this button to change it. This is a list of Starcraft 2 fonts. Speaker Name,Text X,Y Offset This is divided into four different triggers in case you only need to use one at a time. In principle, this is most useful if you want to use the font as you wish and keep the text outside the dialog box. It can also be used if you are not satisfied with the default position. Start Primary This value is used only once per conversation and the only relevant variable is blean true,false. When set to false, the unit can move. If set to false, the unit can still move. In the Youtube video, this value is set to false, and I manually made the unit unmanaged Variable Trigger Unit intended for future implementation. Text (No Text, No Game Link, No Text) This trigger is the primary trigger and is used for all messages. The variables are very simple: the name of the interlocutor, the portrait you want to use for this person, and what you want him to say. If you have the default conditions, you can line them up and press [space] to go to the next message. In my Youtube video, a lot of things happened between each post and "manual terms" were included, so I had to leave time between each post. The end of the transmission is explained simply. When the conversation is over, just click this button at the end.
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