Hello,
I'm using AGS 2.61
When I start a dialog conversation, and the user has to select a dialog choice, all the view loops stop.
On the contrary, while characters are speaking, the animation views continue.
To be more specific, in my room I placed three objects, and for each object I set a view, via the function
SetObjectView(0,VIEW1);
AnimateObject(0,0,4,1); //infinite loop
When characters are talking, animations are playing.
When the user has to select a choice, animations stop.
Is there anything I have to set in my dialog script?
In the General Settings - Dialog I have the following options:
- NO dialog options on GUI
- Skip speech: press mouse or keys
- Speech style: Lucasarts
It's by design:
Quote from: Pumaman on Sun 29/08/2004 21:51:25
Yeah, the dialog options act like a Popup Modal GUI and pause the game. However, I've had a fair few complaints about this so I may well add an option to change the behaviour.
Versus bringing up a dead topic, I'll ask here. Has, or will, the option mentioned by Pumaman in that thread been/be implemented in 2.62?
QuoteAuthor: Pumaman -- Yeah, the dialog options act like a Popup Modal GUI and pause the game. However, I've had a fair few complaints about this so I may well add an option to change the behaviour.
Because that option would be rather nice to have...
I agree, but I doubt it will make it into 2.62.
And I'm hesitant to add it to the tracker until CJ says something more definitive about his plans to implement it or not.
Ah... Well, I can't release my games till that's implemented, so I just want CJ to know that.*
* -- I'm still currently building my GUI, and I plan to make a rather long game, so it's not really that much of a rush, I just like to be picky...
It should be an option, in my opinion. strazer, if you add it to the tracker, let me/us know, so I can comment on it having to be optional.