Scripted events in the background?

Started by Blitzerland, Sat 09/07/2005 02:49:55

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Blitzerland

I want a character to talk in the background.

Simple example (AKA not the exact speech):

character[A].SayBackground("Yabba yabba?");
wait(80);
character[A].SayBackground("Moots!");
wait(80);
character[A].SayBackground("Blah blah!");

Sadly, the wait command pauses the entire game while he talks.

If I do this:

character[A].SayBackground("Yabba yabba?");
character[A].SayBackground("Moots!");
character[A].SayBackground("Blah blah!");

It skips straight to "Blah blah."

How do I get him to say these three lines of text, in the background, without pausing the game?

strazer

#1
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=11868.0

Edit:

It's also possible using my CharacterControl script module. Set up your text as, for example, global messages 512, 513 and 514, then do:
  CharacterControl.CreateChain(1, "SAYMSG:512; SAYMSG:513; SAYMSG:514;");
  CharacterControl.StartExecuting(cA, 1);

Or you could script it yourself using repeatedly_execute and timers and/or variables. I'm too lazy to code something right now.

Blitzerland

Brilliant module. I've got it working now, but for some reason, when it displays the messages, the talking view doesn't play. Is this a known bug, or did I goober something up?

In my global script, under gamestart:

CharacterControl.CreateChain(1, "SAYMSG:0; SAYMSG:1; SAYMSG:2; SAYMSG:3; SAYMSG:4;");

This is ran after the player hits a certain region:

CharacterControl.StartExecuting(cMonitor, 1);

Now, it prints the messages correctly and all that, but the talking view doesn't run as it normally does.


monkey0506

Thanks for that link Strazer...I haven't had a chance to look at your SM (I've thought about it, I just haven't gotten around to reading that one yet...), but that first link looks like it could come in very useful.

strazer

#4
QuoteBrilliant module. I've got it working now, but for some reason, when it displays the messages, the talking view doesn't play. Is this a known bug, or did I goober something up?

Yeah, it works exactly like SayBackground in that it just displays the text and doesn't play the talking animation. I might add this to the module at a later time.

Edit:

Version 0.81 now available.

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