mouse locking and lip-synch suggestion

Started by Babar, Tue 19/07/2005 22:03:10

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Babar

I checked up the tracker, and couldn't find these, so I hope I am not exceeding my bounds in suggesting them :). They are both possible by some cumbersome scripting, but was hoping it could be made easier.

1) Have a "mouse.lockmode(ePointer);" type of command so that the mouse stays on that mode no matter whether the player right-clicks or presses a keyboard shortcut. Right now it takes me some search and ammending through all my scripts (for the numerous ways that I have allowed the player to change cursormodes).

2) To be able to have entire loops run with the lip-synching option. This is so that I can do those "Cross-arm" animations when the ! is shown, or have the character throw his arms up when a ? is shown (Indiana Jones style).
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Rui 'Trovatore' Pires

As regards 1), though it's a bit of a hack, you can set a bool, like "modeuse". Set it to true and then go, in rep_exec_always, "if (modeuse==true && mouse.Mode!=eModeInteract) mouse.Mode=eModeInteract". Like I said, a bit of a hack, plus the cursor flashes a bit (unless you only have one cursor). But it beats ammending a lot of scripts, I guess.
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Pumaman

1) That's a reasonable request, would anyone else find it useful?

2) I'm not sure what you mean, can you elaborate?

Babar

by the (2) I meant that instead of allying individual frames to a letter for lip-synch, you could do entire loops, so that you could do full animations. Like in Indiana Jones, when Indy said something with an "!", there would be an animation of him crossing his arms. And when he said something ending with "?", he would raise his arms and shrug.

Forget suggestion (2)...I just realised that the individual loops are used for different directions...it would be too complicated to have them for lip-synching.
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Babar

Sorry for double post....but there is a sort of another suggestion:

Can you get a mouse.prevmode() type command. Perhaps it could be incorporated with the savecursortilleaves(sp) command? I realise that this is also very simple to do with ones own ints, but it would make life simpler
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fovmester

Quote from: Babar on Wed 20/07/2005 22:36:18
by the (2) I meant that instead of allying individual frames to a letter for lip-synch, you could do entire loops, so that you could do full animations. Like in Indiana Jones, when Indy said something with an "!", there would be an animation of him crossing his arms. And when he said something ending with "?", he would raise his arms and shrug.

Forget suggestion (2)...I just realised that the individual loops are used for different directions...it would be too complicated to have them for lip-synching.

I've made something like this by specifying different moods for a character.

I've got eNormal, eAngry, eAfraid, ePersuade which are all in the enum Mood

Then I set the mood of the character by a function setMood(*char, *Mood)

In that function I change the talking view of the character to the one corresponding to his mood. As of now I've only made it work for the main character, but by using properties I think you could make it so that you could put any character as a parameter. Hmm. That's a good idea. I think I'll change my code right away.


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