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
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.
Hej Khris it really works
so thanku man
now I try to understand dialogs
EdiMAn
You're welcome, and welcome to the forums :)