readonly bool Character.Speaking
Returns true if the character is currently talking, or false if not.
This property is read-only. It will only return true for the active talking character;
that is, it will not return true for any characters talking with the SayBackground command.
Since this property will only be true while the character is speaking, and speaking is
a blocking command, this property will probably only be useful to access from
the repeatedly_execute_always handler.
Example:
if ((cEgo.Speaking) && (!cEgo.Animating)) {
cEgo.Animate(3, 5, eRepeat, eNoBlock);
}
will animate the character using loop 3 while they are talking (only useful with Sierra-style speech).
See Also: Character.Animating,
Character.Moving,
Character.Say,
Character.SpeakingFrame
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