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Author Topic: dialogues and the escape key...  (Read 855 times)

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Offline bedges

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dialogues and the escape key...
« on: 25 Jun 2005, 13:37:14 »
before i go and try it all out, i thought i'd ask.

i have dialogue which will basically recreate a tv screen type thing. if i create the graphical overlays at 1024 x 768, will they extend off the screen for players with 800 x 600 screen res, and worse, not extend far enough across for players with higher res?

edit - i tried it, it's fine. the question has changed...

i'm using the dialogue over a cutscene. if the escape key is pressed, the dialogue disappears, but the cutscene continues until escape is pressed again.

is there a way to detect the escape key being pressed, or alternatively if the dialogue is no longer displayed?
« Last Edit: 25 Jun 2005, 16:54:33 by bedges »

CopyrightPhilly

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Re:dialogues and the escape key...
« Reply #1 on: 25 Jun 2005, 19:13:33 »
I had a worry about this when making an intro when replacing the bourders with my own images...

But i found i did not have this problem if i used the RscTitles for the images, may be you could use this to create the TV screen.

more info for this can be found at the link below..

http://www.ofpec.com/editors/resource_view.php?id=773

cheers,
Phil

Offline h-

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Re:dialogues and the escape key...
« Reply #2 on: 25 Jun 2005, 19:32:59 »
You can chech whether the dialog is visible by chechking ctrlVisible for some 'solid' part of the dialog, like the background or something...

I have not used dialogs in ages but I have a vivid memory of using that method to restart some dialog if esc was pressed...
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Offline bedges

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Re:dialogues and the escape key...
« Reply #3 on: 25 Jun 2005, 19:52:24 »
perfect :) thankyou sir(s)!