Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: rmonic79 on Tue 17/04/2018 12:25:42

Title: Check if characters talking.
Post by: rmonic79 on Tue 17/04/2018 12:25:42
Hi guys i'm in a new game and i'm changing interface a bit so comes some new problem. now hotspot, object, character and inventory items name appears on cursor, i want to avoid that remains on screen while character talking.
Is there a way to check if any character in game is speaking without list all in an if statement?
i'm also need a check on the wait() command to avoid that label shows again during speech pause.
Thanks again to all of you for response.
Title: Re: Check if characters talking.
Post by: Crimson Wizard on Tue 17/04/2018 15:07:48
Perhaps, you need to disable that label when any blocking action takes place?

One trick I know is based on the fact that repeatedly_execute_always runs during blocking actions, and repeatedly_execute does not run during blocking actions. Also rep_exec_always runs before rep_exec. This means that you may disable your label in in repeatedly_execute_always (set empty string to the label.Text or set Visible = false) and restore it in repeatedly_execute.
Title: Re: Check if characters talking.
Post by: rmonic79 on Tue 17/04/2018 15:33:39
Quote from: Crimson Wizard on Tue 17/04/2018 15:07:48
Perhaps, you need to disable that label when any blocking action takes place?

One trick I know is based on the fact that repeatedly_execute_always runs during blocking actions, and repeatedly_execute does not run during blocking actions. Also rep_exec_always runs before rep_exec. This means that you may disable your label in in repeatedly_execute_always (set empty string to the label.Text or set Visible = false) and restore it in repeatedly_execute.

Great suggestion, now is allin rep_always, i'll try it asap, it could work with custom dialogue, say, and wait function that disable label. Thanks :)