cChar.Say() doesn't animate [SOLVED!]

Started by Kweepa, Wed 17/08/2005 02:28:56

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Kweepa

Hi,

I'm trying, with 2.71beta3, to get a character to animate when he talks.
Sounds simple enough...

I imported the WEIRD character from the RON resources.
He has a Normal view and a Talking view.
The talking view previews fine.

In on_mouse_click, I call
cWeird.RunInteraction(eModeInteract);
and in the interaction, I call
cWeird.Say("My name is George.");
The text appears, and the character changes view, but the cWeird.Frame never budges from 0 (there are four frames in the loop).
The talking speed is something reasonable, 1 or 4 (I tried both).

Anyone have any ideas?

Here's a zip of the offending game (source + compiled).
Approach the bum with the cursor keys and press the left mouse button when "Bum" appears in the status line.
Still waiting for Purity of the Surf II

Gilbert

Hmmm strange. I copied the game to a new folder, and delete all the other 3D related codes, the animation plays then. Has to be something in the codes.

Kweepa

Thanks!
I'll check that out.

So you just removed code - you didn't add anything?
Still waiting for Purity of the Surf II

Gilbert

Actually I'd found the cause now.

The reason is, the statusline GUI is a popup modal, so the game is always paused, which blocks the talking animations.
The reason it worked when I removed the code was that I removed also the gStatusline.Visible=True; line.

Just change the GUI to persistent or whatever and the animations (together with the rawdrawn sprite!) will work. :D

Kweepa

Still waiting for Purity of the Surf II

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