npc speech not working, help?

Started by Michigami, Mon 12/01/2009 09:59:22

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Michigami

to begin, i'm using the current update of the prog.

i have a marketplace in a game that currently has several generic "npc" type char, set up as characters with their own speech sprites and all that good stuff.

main char walks over, starts dialog, dialog runs fine, main char's speech animations run fine,  various quests start, inventory changes, and the rest of the codes work fine,

npc's speech animation does not.

their dialog is displayed just fine, but the required jaw-flapping is absent.

can anyone help me figure out where i screwed up?  the manual is nice and vague to begin with on the actual code functions and sorely lacking in beginner-ese, and i'm getting frustrated trying to figure it out.  i know it's probably something immensely easy and stupid that i've missed somewhere.


Khris

I assume the NPCs have set their speech view correctly?
Are you using .SayBackground?

Michigami

Quote from: KhrisMUC on Mon 12/01/2009 10:18:36
I assume the NPCs have set their speech view correctly?
Are you using .SayBackground?

views are set, and not using the background setting anywhere in any of the codes or settings.  everything is set in the prog's speech dialogs.  i even managed to get a somewhat-working FF6-style battle system up and running for the test version of the thing, and i still can't make a simple npc animate.  T_T

if i can't figure it out, i'm tempted to scrap the dialog scripts completely and just animate them on cue manually, but that would suck.  badly.

Khris

I think I remember some strange issue with speech, something like the character has to be able to face their direction or speech won't work properly.
I'm not sure, it's just something fuzzy in the back of my head.
Try a .FaceDirection before a .Say line.

Michigami

finally got it working.

i had the view set on the character page/panel, and it still wasn't working, so i ended up adding the code to force it to change views directly into the dialog editor.  dunno if it's supposed to be that way to begin with and i just screwed it up to start, but it works now, so i'm leaving it that way.


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