Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: ediman on Wed 30/09/2009 12:53:09

Title: character animation during conversation
Post by: ediman on Wed 30/09/2009 12:53:09
Hi Everyone

I've problem with my game

there are two persons eg.: robot and wolf

and script is:

function room_FirstLoad()
{
Wait(80);
cRobot.Say("hallo");
Wait(40);
cWolf.Say("hi");
Wait(40);
cRobot.Say("what is going on?");
Wait(40);
cWolf.Say("great man");
Wait(40);
}
this conversation I want to play once, next time when you entry into this room persons will just stay don't speak

ofcourse I made views:

Robot normal and speak and the same with Wolf

function room_AfterFadeIn()
{
cRobot.ChangeView(3);
Robot.Animate(cYellowRobot.Loop, 5, eRepeat, eNoBlock);
}

Both normal and speaking view Robot is smoking cigarette so important is to animate smoke before, during and after conversation

What is happen now?

everythink is okey except Wolf starts to speak, in this time Robot's animation is stoping.

well thanks for any help

ps: sorry my english I'm not native (polish rulez;)

EdiMan



Title: Re: character animation during conversation
Post by: Khris on Wed 30/09/2009 19:37:55
You need the Character.SetIdleView command.

In the roomLoad function, add this:

  cRobot.SetIdleView(3, 0);

cRobot will now animate using view 3 all the time, even during blocking sequences.

Note that the only way to change the speed of an idle view animation is to change all the frames' delays (afaik).
Since that delay seems to be hard-coded to something like 10, use a frame delay of -8 for all frames to make it play using a delay of 2 game loops.
Title: Re: character animation during conversation
Post by: ediman on Thu 01/10/2009 10:16:09
Hej Khris it really works
so thanku man
now I try to understand dialogs
EdiMAn
Title: Re: character animation during conversation
Post by: Khris on Thu 01/10/2009 10:24:17
You're welcome, and welcome to the forums :)