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#1

Context sensitive button prompts?

Archive: 1 post


First off, I can't seem to get button prompts to work at all even though they seemed to work fine in the beta. Every time I try to name a prompt, it goes to the button's label instead. I'm assuming that's an easy fix so if anybody knows how to do it right, let me know.

Now onto my real question. I'm building a vehicle that can pickup one of a number of powerups like the Wipeout games: meaning if you pick up the boost powerup, you can't pick up the machinegun powerup until you've used your boost and so on. What I would like to do is set it so that the label that displays for the button depends on the powerup you've picked up, so if you have the boost, then at the bottom of the screen it should show the little L1 button icon and say "Boost" and if it's the machine gun, it would say "Machine Gun." I'm thinking there might be some trickery possible with this by labelling prompts on individual controllinators and turning them on/off along with the powerups, but I can't test it 'cuz I can't figure out how to make prompts work at all.

I know somebody's first thought is going to be "Use subtitles!" and I don't want to because it will be a multiplayer game and player two shouldn't see "Machine Gun" when player one is the only one who has it.

[edit] I'm still not sure exactly what the deal is with getting the prompts to work (I found that if I label them before hooking the wires to anything, it seems to work though), but it turns out that turning controllinators on and off turns their prompts on and off and it works even with remote controlled controllinators so I should be able to do what I want.
2011-03-05 23:39:00

Author:
Sehven
Posts: 2188


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