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Dialog display and translation

Jörg Reichert edited this page Jun 7, 2020 · 2 revisions

All texts used inside the game should be externalized to this file

translation file

Using the translation keys we can now trigger the display of those texts

Escoria script

By clicking with the mouse on the dialog player we get the action stated in the ESC script execute (which can be another text item)

To use a custom dialog we need to make a copy of ui/dialog_default.scn and name that copy ui/dialog_large.scn. Then adapt the visuals (moving rich text to the center, removing the background to avoid the flickering, we have added the background in our trailer scene). Then we need to go to globals/dialog_player.scn

add resource in resource preloader

Notice the tab "Ressourcen-Vorlader" (= resource preloader) in the lower part of the screen. Click at the folder icon to add another resource (select the just created ui/dialog_large.scn). Then edit the key to be "large" (so have now two resource types, "default" and "large"). Don't forget to save (CTRL + S).

So now we can write say arturo trailer_01:"Trailer 01" large (large is the type of dialog we want to use, so text now goes to our custom dialog).

Note dd_default and dd_player is the dialog used for the multiple choice dialogs as described here, so we cannot reuse it in our trailer scene, because of the different behavior.

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