Difference between revisions of "UpdateCharName (CMS)"
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Characters["Tom"].Values["character_name"].String = "Jerry" | Characters["Tom"].Values["character_name"].String = "Jerry" | ||
</syntaxhighlight> | </syntaxhighlight> | ||
− | 3. You should also create a condition in the conditions tab for the character & name it something like "name_discovered" & set it as <span class=" | + | 3. You should also create a condition in the conditions tab for the character & name it something like "name_discovered" & set it as <span class="red">false</span> by default. Change it to <span class="green">true</span> when you want to use the new name.<br/> |
4. Inside of the actions section of any character you want to change the name of you will need to create some actions like this... | 4. Inside of the actions section of any character you want to change the name of you will need to create some actions like this... | ||
if condition "name_discovered" is true | if condition "name_discovered" is true |
Revision as of 15:07, 14 September 2022
Name | Type | By |
---|---|---|
updateCharName() | Definition | AFRLme |
This small function allows you to quickly update a characters name on mouse over during runtime for any characters whose names you want to dynamically update, because the player learns their names over time or because you decided to allow the player decide on certain characters names themselves.
Instructions
1. Add the main script to the Visionaire Studio Script Editor & set the script as a definition script.
2a. For any characters that you want to change the name of you need to include a value inside of their values tab & call it "character_name", & then inside of the String section you should include the default name of the character that you want to use.
2b. To update a characters name you would do something along the lines of this inside of an execute a script action part...
Characters["Tom"].Values["character_name"].String = "Jerry"
3. You should also create a condition in the conditions tab for the character & name it something like "name_discovered" & set it as false by default. Change it to true when you want to use the new name.
4. Inside of the actions section of any character you want to change the name of you will need to create some actions like this...
if condition "name_discovered" is true execute a script
updateCharName()
end if
Main Script
function updateCharName()
local n = game.CurrentObject.Name.TextLanguages
for i = 1, #n do
n[i].text = game.CurrentObject.Values["character_name"].String
end
game.CurrentObject.Name.TextLanguages = n
end