ok, I got this to work:
SpriteString is a vector with pointers to each sprite object which is standing in for a character in the written phrase (bitmapped text object)
so ACE would be three sprite, one for each letter
in that order, in the vector
ForEachLoopIndex (//long name I know)is just an int, used for the loop index which the entire object has access to
long ExtObject::cForEachLetterInPhrase(LPVAL params)
{
EventParametersInfo2 epi;
pRuntime->GetCurrentEventPtrs(epi);
for(ForEachLoopIndex=0;ForEachLoopIndex<CurrentPhrase.GetLength();ForEachLoopIndex++)
{
pRuntime->SelectAll(FontSprite);
pRuntime->Select(SpriteString[ForEachLoopIndex]);
pRuntime->RunActions(epi.pActs);
}
return false;
}
is there anything I'm missing here that will break stuff down the line if I don't add it, and people start using this for more elaborate purposes?
I also specified SOL_MODIFIER in the ACE