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Objects that speak as the user.

Zypher Crash
Charter Member
Join date: 17 May 2003
Posts: 55
04-05-2006 16:45
I'm working on a HUD display, and am wanting to add in a feture when i click on one of the buttons it wall say for example Bow out, or Bow away.

I know dialogs can do this, but is there a way yet, to get the scripts in objects themselfs to act as you speaking?
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Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
04-05-2006 16:47
No.
Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
04-05-2006 16:49
Unfortunately, not without the text being colored green. You could name the object your avatar name, but the text the object emits will always appear green instead of white.
==Chris
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Zypher Crash
Charter Member
Join date: 17 May 2003
Posts: 55
04-05-2006 16:54
Aye I know that way, thats simple, But was wanting it to speak like how the dialogs do.
state_entry(){
agent = llGetOwner();
agent_name = llKey2Name(agent);
llSetObjectName((string)agent_name);}
_____________________
Anything I'v posted was not posted to soley point someone out nore discredit any persons mentioned. The Above is soley my own oppinion that witch I am entitled to. Any flame or comments welcome But will be ignored. Unless specified other.
Exile Loudon
Aspiring Scripter
Join date: 10 Dec 2005
Posts: 122
04-05-2006 16:55
For the listen, you can have the object listen to itself AND The owner, if that's what you want. Where you put the listen event, replace it with this:

CODE

llListen(0,"",llGetOwner(),"");//Listen to Owner
llListen(0,"",llGetKey(),"");///Listen to itself.
Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
04-05-2006 16:58
From: Zypher Crash
Aye I know that way, thats simple, But was wanting it to speak like how the dialogs do.

It'll always be coloured green and have a different key. Sorry. llDialog is the only thing that can do that.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
04-06-2006 08:17
You could always have the object pop up an llDialog() with the phrases you want the user to select from in there. It's one extra click, but might save buttons on the HUD.