chars thanking player at the end of the game

Started by dikla, Sun 13/06/2004 17:11:54

Previous topic - Next topic

dikla

I am now in my last scene and i want all the char. that took partÃ,  in the game to say something in the end.
The problem is that i want each character to say what he says and disapear and than the 2nd char will apeare and say what he has to say and disapear and so on. i want to do it WITHOUT NEED TO CLICK ON AT ALL, but one after another. (like a long script).
My heroÃ,  is located in the room (before fadein) the hero says:" i want to thank all my friends". than you can see the hero, and this where I want the script to happen.
I hope that i was understood.
dikla
P.S. at the end of this i want to run the animation THE END.

Scummbuddy

just place a character in the room at specific coordinates, displayspeech character, then remove the character from the room, and then place a new char in the room, and again, display the speech for that character. 

Quote from: dikla on Sun 13/06/2004 17:11:54
P.S. at the end of this i want to run the animation THE END.

do you actually have an animation for this, or do you just want the text to appear?
- Oh great, I'm stuck in colonial times, tentacles are taking over the world, and now the toilets backing up.
- No, I mean it's really STUCK. Like adventure-game stuck.
-Hoagie from DOTT

dikla

the animation is each letter in a frame which make "the end". i did not try it, and i need it to be in the bottom because i want each side of the room one character and the hero in the middle.  so the "the end" should be in the bottom-middle so i dont want how to trigger the animation without interacting.
"
just place a character in the room... etc.
"
dont i need to interacts something?

dikla

i found in the last post a mistake. what i ment to ask is if i need to put this in interact or talk or in the room settign?
dikla

Barbarian

#4
Are you using the room built in editor's interaction commands to do everything, or are you scripting things yourself?

Okay, assuming you want thing to happen by using the built in room editor commands, you might try something like this:

Perhaps after you locate your character (before the fadein), once the room loads, then in the room interaction you can add something like:

Player enters screen (after fadein)

Ã,  Ã,  Character - Move Character (PERSON1,Ã,  X,Ã,  Y, TRUE) <-- Make them walk towards your hero. PERSON1 is character you want to walk towards your hero. X and Y are the screen co-ordinates.

Ã,  Ã,  Character - Face Location (PERSON1, X, Y) <-- Make them face towards your hero.

Ã,  Ã,  Game - Display Message (message number here) <-- Make them say thier speech.

Ã,  Ã,  Character - Move Character (PERSON1, X, Y, TRUE)Ã,  <-- Move them out of the way.

Ã,  Ã,  Character - Face Location (PERSON1, X, Y) <-- Make them face an appropriate direction.

*Note, if you have your speech set to automatically dissapear after a set time, then you might add another command after the "Game - Display Message" command, to make the game pause for a moment while your character says his/her speech (that way they don't just walk up, the message displays and they immediately walk away): Game - pause command processor for a set time (put number of loops to pause, perhaps like 200 or so).
* Another Note, if you want the characters to dissapear from the room after they walk away, you can have them walk towards the edge of the screen perhaps and then add another command to make them "dissapear away" to a different room you no longer need to use:
Character - Move NPC to a different room (PERSON1, room-number-here)


Anyways, keep adding the same type of commands for PERSON2, PERSON3, etc...
Obviously, PERSON1, PERSON2, etc, are the name of the characters in your game, so you might have "BOB" or "JANE" or whatever you named your characters.

Hope this was of some help to you.
Once it's all finished, then you can add whatever commands you want to end the game and run your animations/credits or whatever you like.
Conan: "To crush your enemies, see them driven before you, and to hear the lamentation of the women!"
Mongol General: "That is good."

Blade of Rage: www.BladeOfRage.com

dikla

thank you, but it is much simple. it is only a view of the characters. they dont need to talk or wolk. just to see their view (like SetCharacterView) or i tried to make it an object (object off and on). but i dont want to interact with every imag. i want it to appear and disapear after talking. so what i did was placed the first char. and wrote in the script Object on (the next) and display and than object off and the new one object on and so on. but the only thing that work was the "display" and you can not see the picture. if you have something smarter i will be glad to here. BUT I DONT WANT INTERACT JUST BE ON AND OFF ONE AFTER THE OTHER. (thats my problem).
thanks

Barbarian

I'm not sure I quite follow what you want to do or how you have it set up, but, if you're doing your command via a script, and if it's just a simple matter that the Text Display is covering up your picture you want to be seen, then you may simply move the location of where the text display shows up by using the DisplayAt command. here's an example from the help manual:

DisplayAt (50,50,100, "This is a message");

will display the message at coordinates 50,50 in a box 100 pixels wide.
Conan: "To crush your enemies, see them driven before you, and to hear the lamentation of the women!"
Mongol General: "That is good."

Blade of Rage: www.BladeOfRage.com

Edwin Xie

umm, you could try an animation at the end, that would be much simple.
Moving at superhigh speed getting to the planet called Earth. But it is boxed in white......thing.....

Snarky

#8
OK Dikla, let's see if I've understood what you're trying to do.

You are using Sierra-style speech, and you want to show the portrait of the different characters, along with a line of text. You want the game to automatically show these lines of dialogue, one after the other, without the player having to click "Talk" on the characters.

Currently you're hacking this by sticking the character portraits on the screen as objects, making them visible with ObjectOn(), and then using DisplayXXX() to show the line of text. But it doesn't work.

Is that right? OK, I'm not sure why ObjectOn() doesn't work, but I think I have a better solution to your problem.

Make a conversation with all the characters and the things they have to say, and then use RunDialog() to launch it. Look up RunDialog() in the manual first to see how to use it. I think you want to put this in the Room Interactions, under "Player Enters Screen (after fadein)", so that it happens automatically when the player enters the room. This is probably the same place where you have the hero say "I want to thank all my friends".

SMF spam blocked by CleanTalk