Badarokey Posted May 8, 2023 Share Posted May 8, 2023 The writing stuff on a sign is ONLY inspectable. I wanted to make a tweak/change that the sign shows what is written in it without the needing of inspecting it (with a mouse). In a way to seem that the sign is always "saying" what is written like its a player, but that lasts forever or at least when the player is on_screen. I usually dig in the .lua files to try to use a similar code for what i want. But generally speaking the only 2 prefabs that uses the 'writable' component are the "homesign" and "arrowsign_post" I will try to dig a bit further and update whoever replies. Thx o/ Ps: its a paint editing xD Link to comment https://forums.kleientertainment.com/forums/topic/147696-how-to-read-a-sign/ Share on other sites More sharing options...
Badarokey Posted May 12, 2023 Author Share Posted May 12, 2023 I kinda got the idea, every word said by a npc is a talker and, like pig, bunny, hermit, etc they have this component. local function speaksign(inst) local sayit sayit = (tostring(inst.components.writeable:GetText*)) --*tried --> SetText, IsWritten -- inst.components.talker:Say((sayit)) end there should be a "if", right?!* but from what? I tried to copy the idea of a 'talking' object, and the only one I could think of was Lucy (axe) but it does nothing with my code. Its prob missing something or Local function fn() (...) inst:AddComponent("talker") inst.components.talker.fontsize = 25 inst.components.talker.offset = Vector3(0,-300,0) end this Function is easy as most of the talker have them, Link to comment https://forums.kleientertainment.com/forums/topic/147696-how-to-read-a-sign/#findComment-1634620 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