Disabling Talking View for a while

Started by Bernie, Wed 24/11/2004 19:36:39

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Bernie

I want to use an animation as a talking animation in a special cutscene. To do so, the animation needs to be non-blocking, and the speech view of the character needs to be disabled because the speech view overrides the animation that's playing when a character talks.

It would look like this:

SetCharacterView[GVYNN,19);
AnimateCharacter(GVYNN,2,1,1);
*disable speech view*
DisplaySpeech(GVYNN,"Blah blah...");
*enable speech view*
ReleaseCharacterView(GVYNN);

There's still the possibility of using two special talking views, but then I'd waste two views for a really small animation. Any ideas? Thanks in advance. :)

Pumaman

SetCharacterSpeechView(GVYNN, -1);

will disable it, then just use

SetCharacterSpeechView(GVYNN, normalSpeechView);

to re-enable it

Bernie

Thanks for your reply. I already tried SetCharacterSpeechView(GVYNN, -1), but AGS reports it as an error. I'm calling it from a room script and am using v2.62.

Ashen

Could you not use DisplaySpeechBackground (GVYNN, "Blah, blah.."); instead, since it doesn't use the talking view? You might have to add a Wait() or WaitMouseKey () as well.
I know what you're thinking ... Don't think that.

Pumaman

Quote from: Bernie on Wed 24/11/2004 20:53:17
Thanks for your reply. I already tried SetCharacterSpeechView(GVYNN, -1), but AGS reports it as an error. I'm calling it from a room script and am using v2.62.

Errr so it does ... I guess you could say that's a bug. How embarassing, my apologies. You might however be able to get away with this, but it's a bit hacky:

character[GVYNN].talkview = -1;

Bernie

#5
Ashen: That's a good workaround, thanks. It's hard to get the timing right, but I probably could just use a TextOverlay instead.

Pumaman: Okay, thanks! Gonna give it a go.

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