yeah totally you can call it more than once and it'll over-write the last stuff you put in each time you call it again On Thu, Jun 11, 2009 at 8:54 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > So you can call Model_SetUseFunction whenever and it should update the > command? > > > On Thu, Jun 11, 2009 at 8:54 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> yeah, what you do is after the player finishes talking the first time, >> just call Model_SetUseFunction again with the 2nd parameters. >> >> In the future a better way to do it would be to check Josh's var storage >> system and see if the player has talked to her yet or not and start down the >> appropriate conversation path >> >> that would make it persistent so if you left the map and came back she'd >> remember you already talked to her (: >> >> On Thu, Jun 11, 2009 at 8:52 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: >> >>> I want to be able to talk to the fortune teller once and it will talk to >>> you about your stats, rep, perks, etc, and finish talking. Then if you talk >>> to her a second time, it says something and then disappears. So there are 2 >>> different commands for the one model. Is this possible? >>> >>> >>> On Wed, Jun 10, 2009 at 10:29 PM, Apache User < >>> dhapache@xxxxxxxxxxxxxxxxxxx> wrote: >>> >>>> User:atrix256 >>>> >>>> Message: Added a new script function >>>> >>>> Model_SetUseFunction - this makes a model "useable" by the player and >>>> allows you to give optional text to pop up on the screen when the player >>>> gets close enough. >>>> >>>> Added UseMessageRange and UseObjectRange to config.lua so whoever wants >>>> to can play with the range that the messages pop up at and find the >>>> appropriate value. >>>> >>>> Currently, you can only use objects that pop up messages, you can't use >>>> objects that don't pop up messages yet (need to code the raycast stuff in) >>>> >>>> There's an example in lavamap, if you step on the teleporter you can >>>> press E to teleport back to the index map (blah, usin E for now...) >>>> >>>> Also put some RTTI stuff into the UI system (nothing visible from this, >>>> but it'll help in the future) >>>> >>>> <Files Changed> >>>> U ARRelease.exe >>>> U AR_AnimModels.cpp >>>> U AR_AnimModels.h >>>> U AR_LuaFuncs.cpp >>>> U AR_PlayerData.cpp >>>> U AR_PlayerData.h >>>> U AR_UI.h >>>> A Docs/Script Help/Model_SetUseFunction.html >>>> U Docs/Script Help/toc.html >>>> U READMETODO.txt >>>> U Scripts/Maps/lavamap.lua >>>> U Scripts/config.lua >>>> U UI.h >>>> U UI_Game.cpp >>>> >>>> >>>> >>> >> >