Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: poltergeist on Sat 01/01/2011 11:28:49

Title: Changing normal view animation frame for character during dialogue (SOLVED)
Post by: poltergeist on Sat 01/01/2011 11:28:49
The subject title probably is a bit long, but I'm not quite sure how to describe my problem.

My main, playable character is speaking with this VI character, which is basically just a screen. In normal view, this screen is turned off as the VI isn't in use. When I start a dialogue with the VI, the 'power on' animation plays - for this I used the standard LockView, Animate, UnlockView combination.

Now what I want to do is change the normal view animation frame by one so that the VI screen isn't black any more, but rather shows the VI character. I'm having trouble finding this in the manual, and searching the forum didn't help either. I'm hoping one of you might know what I'm talking about and how to help me out.

Currently, the screen stays black while I'm picking dialogue options and while the playable character speaks, which is just wrong. You can check out what I'm talking about by downloading the preview build.

http://www.mediafire.com/?j0qb435q4ndhdwq

I hope I was clear enough. Thanks in advance  ;D

EDIT #1: Added screenshots so those of you who don't feel like downloading the 'game' know what I'm talking about.

Screenshot #1 (http://i.imgur.com/qhVCa.png)
Screenshot #2 (http://i.imgur.com/Q3lrh.png)
Screenshot #3 (http://i.imgur.com/O1ks9.png)

EDIT #2: For anyone who might stumble upon this topic in the future, the fix is here (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=42497.msg563906#msg563906).
Title: Re: Changing normal view animation frame for inanimate character during dialogue
Post by: Dualnames on Sat 01/01/2011 17:11:03
QuoteNow what I want to do is change the normal view animation frame by one so that the VI screen isn't black any more, but rather shows the VI character.

cVI.LockViewFrame(viewgoeshere, cVI.Loop, 1);

//cVI.UnlockView();  Do that to revert back to default
Title: Re: Changing normal view animation frame for inanimate character during dialogue
Post by: poltergeist on Sat 01/01/2011 17:15:41
Now I feel a bit silly for not noticing LockViewFrame sooner.

Thanks a bunch, Dualnames! It works perfectly!  :D
Title: Re: Changing normal view animation frame for character during dialogue (SOLVED)
Post by: Khris on Mon 03/01/2011 18:26:52
Just for reference, I'd handle the VI as a standard character and simply turn their transparency to 100 when the screen is off.
Title: Re: Changing normal view animation frame for character during dialogue (SOLVED)
Post by: poltergeist on Tue 04/01/2011 20:13:04
Makes sense, Khris. Didn't think of that... Thanks for the tip!