I know the talking view appears as a dialogue portrait when using Sierra-style dialogue. Does this also happen with the thinking and blinking views?
Also, if I'd like to use a different portrait for when my character is conveying a different emotion (for example, I'd like to have angry, sad, happy, etc. portraits), how would I do this? Would I make it another animation in the talking view?
One last question: If I just want to show an animating portrait without any dialogue, how would I do this?
QuoteI know the talking view appears as a dialogue portrait when using Sierra-style dialogue. Does this also happen with the thinking and blinking views?
Yeah, the speech setting has effect. Look for DisplayThought in the manual about thinking view. As for blinking it is just drawn over normal talking view, i.e. for sierra speech - over the portrait, for lucasart - over the talking character.
QuoteAlso, if I'd like to use a different portrait for when my character is conveying a different emotion (for example, I'd like to have angry, sad, happy, etc. portraits), how would I do this? Would I make it another animation in the talking view?
Yes, you can have a set of talking views for the character. Just set up a new view, then put in use the next command:
SetCharacterSpeechView (CHARID, int view);
to change character's talking view.
QuoteOne last question: If I just want to show an animating portrait without any dialogue, how would I do this?
You can play it as an ordinary animation with AnimateCharacter() function. Or you can make a GUI, put a button, then animate it:
AnimateButton(int gui, int object, int
view, int loop, int delay, int repeat);
replace view with the talking view (portrait)
~Cheers
Quote from: Scorpiorus on Tue 20/01/2004 22:39:31
AnimateButton(int gui, int object, int view, int loop, int delay, int repeat);
replace view with the talking view (portrait)
~Cheers
There is no AnimateButton function.
EDIT: Yes there is...I need to keep track of updates.