Did this implementation and it works fine. Albeit I needed to add a script that checks and sets this state at game launch. Which feels a bit like a hack.
My gut is to make a global variable that is saved in the Options data and sync it with the desired state of the KickStarter.speechManager.displayForever
As an accessibility option & localisation helps I already set it up this week so that it uses text from the speech system and by keeping the cursor on the hotspot for 1.5 s the examine text is spoken. (toggle in options) I am sure my code is hor…
I made a superbly complicated solution for this that works when hovering on hotspots and inventory items. I am not sure if the code in my blog post is quite up to date, but it might give you some hints on how I did the same.https://echoesofsomewhere…
Yes this is exactly what I was after!
In my wildest dreams I could even use local variables and a variable check in the action list to get a different line of text if the item description changed, but I am not at all sure if such a feat is easily p…
As a workaround I used a setup where I can manually set the lineID
Descriptiontext = KickStarter.speechManager.GetLine(examineText.DescriptionLine_ID).text;
But naturally a fully automated system would be the best.
Thanks, I will try all of these! I am just in the process of adding options for accessibility for the hotspots and for text scale etc. I am such a fan of how good the Adventure Creator API is for modifying everything without touching the source! Gre…
the changes are very slight when played on any computer, but low resolution devices like the steam deck have MASSIVE hotspot icons that are in the ballpark of half a character size.
it seems to have to do with the DPI, which suggests to me that something is being scaled in absolute pixels instead of relative to the screen size. And I am not finding it easily.