Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: Kweepa on Wed 17/08/2005 02:28:56

Title: cChar.Say() doesn't animate [SOLVED!]
Post by: Kweepa on Wed 17/08/2005 02:28:56
Hi,

I'm trying, with 2.71beta3, to get a character to animate when he talks.
Sounds simple enough...

I imported the WEIRD character from the RON resources.
He has a Normal view and a Talking view.
The talking view previews fine.

In on_mouse_click, I call
cWeird.RunInteraction(eModeInteract);
and in the interaction, I call
cWeird.Say("My name is George.");
The text appears, and the character changes view, but the cWeird.Frame never budges from 0 (there are four frames in the loop).
The talking speed is something reasonable, 1 or 4 (I tried both).

Anyone have any ideas?

Here's a zip (http://www.steporg.com/step/ags/games/ags3d.zip) of the offending game (source + compiled).
Approach the bum with the cursor keys and press the left mouse button when "Bum" appears in the status line.
Title: Re: cChar.Say() doesn't animate
Post by: Gilbert on Wed 17/08/2005 04:54:33
Hmmm strange. I copied the game to a new folder, and delete all the other 3D related codes, the animation plays then. Has to be something in the codes.
Title: Re: cChar.Say() doesn't animate
Post by: Kweepa on Wed 17/08/2005 05:06:17
Thanks!
I'll check that out.

So you just removed code - you didn't add anything?
Title: Re: cChar.Say() doesn't animate
Post by: Gilbert on Wed 17/08/2005 05:11:21
Actually I'd found the cause now.

The reason is, the statusline GUI is a popup modal, so the game is always paused, which blocks the talking animations.
The reason it worked when I removed the code was that I removed also the gStatusline.Visible=True; line.

Just change the GUI to persistent or whatever and the animations (together with the rawdrawn sprite!) will work. :D
Title: Re: cChar.Say() doesn't animate [SOLVED!]
Post by: Kweepa on Wed 17/08/2005 14:07:30
Thanks a lot, Gil!