Atgood1 Posted June 21, 2015 Share Posted June 21, 2015 I've tried using inst.components.talker:IgnoreAll(), and this works for the most part, however after certain actions my character is able to talk again. An example is after waking up from using a telelocator staff. Does anyone know a code to truly make a character silent? Link to comment Share on other sites More sharing options...
DarkXero Posted June 21, 2015 Share Posted June 21, 2015 Option one, sound but no lines over head:inst.components.talker.mod_str_fn = function() return "" endOption two, no sound, no lines over head:inst.components.talker.Say = function() endOption three, the right way:inst:AddTag("mime") Link to comment Share on other sites More sharing options...
przemolsz Posted June 21, 2015 Share Posted June 21, 2015 @Atgood1, inst:AddTag("mime")inst.sg.sg.events["ontalk"] = EventHandler("ontalk", function() end)This seems to do the job. It uses Wes' mechanics, just removing the part managing his pantomime. Link to comment Share on other sites More sharing options...
DarkXero Posted June 21, 2015 Share Posted June 21, 2015 just removing the part managing his pantomime You are hereby banned. Link to comment Share on other sites More sharing options...
Atgood1 Posted June 21, 2015 Author Share Posted June 21, 2015 inst:AddTag("mime")inst.sg.sg.events["ontalk"] = EventHandler("ontalk", function() end) Adding that line seems to have fixed it. Thank you both for your help Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now