After a dialog where the player acquires an object my player freezes facing in one direction and when I try to walk somewhere else he just slides backwards to the point clicked. Here is the option script in the dialog thanks in advance for any help:
@3
player.FaceCharacter(cNancy,eBlock);
Nancy:You son of a bitch!
Nancy:I'll slice your face off, drape it over my cat's litter box, throw it in the oven at 350 degrees for 55 min, and feed it to your moth...
cSteve.LockView(18);
cSteve.Animate(0,5,eOnce,eBlock,eForwards);
cSteve.UnlockView();
Steve:Count it
Wait(40);
Nancy:Oh my.
Nancy:My lord.
Wait(40);
Nancy:This is absolute heaven.
Steve:It's extra strength.
Nancy:Oh, you are still here.
Nancy:Leave me and take whatever you want prick.
player.LoseInventory(iciggum);
player.Walk(247, 121,eBlock);
Wait(20);
player.ChangeView(26);
player.Animate(0,1,eOnce,eBlock,eForwards);
Wait(20);
player.AddInventory(iwatercooler);
object[1].Visible = false;
player.Say("Finally, now Jasper can mop up.");
stop
your script looks fine. have you checked the userGUI in the editor?
Thanks for the response strategyjunkie but I'm not sure exactly what I'm supposed to check in the GUIs settings.
Quote from: myname on Mon 21/05/2012 01:00:45
player.ChangeView(26);
player.Animate(0,1,eOnce,eBlock,eForwards);
MISSING UNLOCKVIEW!!!! <--
Wait(20);
One UnlockView is missing- add it, and things should work all right.
Quote from: myname on Mon 21/05/2012 01:00:45
Nancy:I'll slice your face off, drape it over my cat's litter box, throw it in the oven at 350 degrees for 55 min, and feed it to your moth...
I want to see that animated!!! ;-D
Ha, thanks. I don't think I have the animating chops for that yet. I put in the new script and I still had the same problem. Here it is.
@3
player.FaceCharacter(cNancy,eBlock);
Nancy:You son of a bitch!
Nancy:I'll slice your face off, drape it over my cat's litter box, throw it in the oven at 350 degrees for 55 min, and feed it to your moth...
cSteve.LockView(18);
cSteve.Animate(0,5,eOnce,eBlock,eForwards);
cSteve.UnlockView();
Steve:Count it
Wait(40);
Nancy:Oh my.
Nancy:My lord.
Wait(40);
Nancy:This is absolute heaven.
Steve:It's extra strength.
Nancy:Oh, you are still here.
Nancy:Leave me and take whatever you want prick.
player.LoseInventory(iciggum);
player.Walk(247, 121,eBlock);
Wait(20);
player.ChangeView(26);
player.Animate(0,1,eOnce,eBlock,eForwards);
player.UnlockView();
Wait(20);
player.AddInventory(iwatercooler);
object[1].Visible = false;
player.Say("Finally, now Jasper can mop up.");
stop
.ChangeView changes the view permanently.
You need to use .LockView, like further up in your code, then .UnlockView after the animation.
Fixed. Thank you Khris.