write text conflict with timeScale

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Post » Sun Jun 03, 2012 8:26 pm

I'm using the text object's "write text" action to make dialog text appear one character at a time. It works fine except that when the text is being displayed I also want to set the game's timeScale to 0 to pause everything else that's going on. But, this also pauses the "write text" action.

Is there a way to make the text object's "write text" action over-ride the game's timeScale?

Thanks.
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Post » Sun Jun 03, 2012 9:35 pm

[QUOTE=robit_studios] Is there a way to make the text object's "write text" action over-ride the game's timeScale?[/QUOTE] No, there isn't. Everything related to time is paused, when timescale is zero. Timer, Every x milliseconds, behaviors, etc. But the tick counter still works, of course. You can just do your own little "write text" routine, that is tick based. And it isn't very difficult. Here is an example (using globals, but you can do it with private variables just the same):

write_text_tick_based.cap
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Post » Mon Jun 04, 2012 2:25 am

@tulamide

Thank you for the quick response. Your example worked great and I was able to plug it right into my current dialog system.

You made my day!
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Post » Mon Jun 04, 2012 9:58 pm

You're welcome
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