look inventory item

Started by ln888, Tue 27/08/2013 21:00:36

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ln888

I want my character say something when he looks at item in the inventory box.
I wrote:

Code: ags

function iDaf_Look()
{
cYarden.Say("&41");
}


when the character finish talking the sign of the watch remains until it receives a click
i want that as soon as he finished speaking the watch disappear...

Lewis

General Settings > Dialog > Allow speech to be skipped by which event? > Select one with 'timer'.
Returning to AGS after a hiatus. Co-director of Richard & Alice and The Charnel House Trilogy.

ln888

it's already on this option: "Mouse, keyboard or timer"

Ghost

You're displaying a very short text, and may want to increase the minimum time text is displayed before the timer removes it:

MinimumTextDisplayTimeMs property
static int Game.MinimumTextDisplayTimeMs;
Gets/sets the minimum length of time that text is displayed on the screen. AGS automatically adjusts the length of time that text is displayed for depending on the length of the text (and you can customize this calculation with Game.TextReadingSpeed), but for very short statements like "Hi!", you might want the text to remain for longer.
This property is specified in milliseconds (1000 = 1 second), and is set to 1000 by default.



Khris

There isn't even anything displayed here, it's just a voice speech ID.

I tested this myself and it works just fine for me; I can hear the sample, and as soon as it's finished, the clock cursor changes back to the usual one and the game continues.

Just to exclude the simple solution: does the voice file end properly? Or is there maybe a few seconds of silence at the end? Because obviously, AGS will only stop at the end of the sound file, regardless whether there's actually sound coming out of the speakers.

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