Multiple Speech Views

Started by DazJ, Mon 25/02/2013 23:58:21

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DazJ

I feel rather odd to be asking this but it's really bugging me and I can't seem to find an answer to it.

My main character has 4 talking views - one for Up, Down, Left and Right. However, let's say the character looks at a hotspot at the far right of the room; the character will walk over to it, using the walking-right view, but then he'll face the camera when he describes what he sees.

Isn't there an easier way of the character to stay in the view when he talks instead of facing the camera without scripting his view for every single hotspot he interacts with?

Khris

Uh, sure, just put the talk frames in the first four loops of a single view, exactly like with the walking frames...

Why on earth did you think you'd need a separate view for each direction..!?

DazJ

#2
I know, I feel so stupid. Yet I still don't know what you're trying to tell me to do? The first 4 loops are the walking directions for the character. How can I put the talking frames in there as well? How would I define them?

EDIT: DUH. Ignore me. I'm so sorry for being thick today :/

Khris

Just for reference:

Create a second, empty view. Then put the talk frames in there, each set into the proper directional loop as indicated. Now set this view as the player's SpeechView by entering its number in the Character's properties.
This works for other animations, too; you can use this to create a view for swimming, or when the character changes clothes, and you can also put the "pick stuff up from the ground" animation in a separate view, then call it like this:
Code: ags
  player.LockView(PICKUPGROUND);
  player.Animate(player.Loop, 3, eOnce, eBlock);
  player.UnlockView();

This will use the current loop of the player to display the correct animation loop in terms of where the player is facing.

DazJ

Cheers Khris.

I honestly do feel rather foolish but just couldn't figure it out properly lol. Anyhow, it's all done now and working like a charm - cheers pal.

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