Just two quick issues:
1. - When pressing a key, a boolean toggles the bubble text system. The problem is that if you move closer to other interactive object (they are stored in a family) the bubble will change it´s position too, I would like to pick the closest only once. I´ve been trying it for a while but found no result.
2. - All interactive objects are stored in a family, and each one has a "dialog" instance variable with a line of text (no conversation is intended). No problem when picking closest member to the player, but I´ve searched around and found no way to get the instance variable of the already picked object of the family.
The code´s a mess, though, i´ll try to simplify it meanwhile.
Any help would be greatly appreciated.
First - you don't need the system every tick condition in event 5 and 6, for they will be evaluated every tick regardless..
Second - you are picking the nearest talk every tick, which is why the bubble moves..
I guess adding an instance variable to the triangle "TalkUID" would do the trick..
add a triangle set "TalkUID" to talk.UID to the on space bar pressed - event
and replace the pick nearest talk condition in the events below to pick talk by comparison : talk.uid = triangle.TalkUID
Works like a charm! Thanks a lot for the quick response, LittleStain ! But do you have any idea on how to get the dialog variable from a "talk" object? It´s on the second image of my first post, i´ve been wondering for a while but I have absolute no idea on how to approach it!
set text to talk.dialogue?
if dialogue is an instance variable of talk this should work..
No, dialog is an instance variable that every "talk" member has, with different text. Is there any way to get that instance variable from the picked object?
Yes, like I said..
I'm not sure why you'd say no:
If you set the text to talk.dialogue instead of player.dialogue everything should work as intended..
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My bad, I created a different "dialog" instance variable for each member individually instead of creating a family instance variable and setting different text for each object.
Thanks inmensely, LittleStain and I´m really sorry, terribly bad with explanations sometimes...