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Originally posted by Soul-Blade
Same thing a this.variable does.
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Ah, but is it sent to the server? If not then there's no problem, but it would probably be safer to use local.strings.
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Hehe, wouldn't want people with bubble text on every server, now would I?
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Of course not, but any playerworld that stole your script would be swiftly dealt with.
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Heh, that argument can go both ways...
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It wasn't really even an argument, but this part of the discussion is pretty pointless anyway.
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Actually, using the command "showcharacter" automatically adds that NPC to the playercount. Using players[this.i].<x,y>, I can get the NPCs X/Y. Showcharacter can be used on any NPC, and you can setshape following. So, either way it works.
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Wouldn't showcharacter make it look like a character, though? When, in fact, you want it to look like a rock?
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Well, exactly. There are problems, but they won't seriously hinder the game experience. Actually, it bothers me more then it would any one else...so I need to look into it.
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Well, it would look the same in a script gani but you should probably script a system where the chat bubbles have dynamic placement and they are repelled from each other such that they only rarely collide. And when they do collide, they should be put on different layers.
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I can't see a way around this unless I figure a way using layers on the screen level (=>4) and still draw over players...it shouldn't be to hard.
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...you can use layers all the way up to 100 or so, I think.