Hello all !
I have a speech view. The character looks on the left in this view.
Wheter the character is oriented left , or right, this always play the same view.
Is there an option to tell the game to play the speech view or a mirrored speech view according to his orientation before the speech.
OR ( better ) can he turn to face the object he describe, in the correct speech view, then stay oriented towards this object ( on his left, or right ... ) after speaking ?
I guess I must be missing something, a checkbox or ...
I haven't found any clue in the board already.
okay I figured it out ... in the view, simply add more loops then fill the loops named "left" and "right" with your animation.
To let the character face the clicked point, I guess there is an option too ... I am on it :)
Regards
Hi
player.SpeechView = 5;
Obviously change to the designated speech view required.
You can use the Face Character/Location/Object
EG
cJoe.FaceLocation(220,333);
cEgo.FaceCharacter(cMan);
player.FaceObject(object[2]);
Its all in the Manual
barefoot
Thank you, I found this one
For people in that case :
1/ I wanted the character to face this clicked location before speaking ( assuming, he will turn LEFT or RIGHT ), the only two loops are made by me.
cEgo.facelocation ( mouse.x ,mouse.y ) ;
When I clicked close to the character, that didn't work ...
I figured it was now faceing "up" or "down", orientations that I haven't implemented.
So it left the Y value to "cEgo.y", so it is always straight LEFT or RIGHT, as the faced location is on the same Y level ...
2 / For the speechview, I assigned it directly in the Character creation part of AGS.
Thanks for answering.
Note that the direction the character will face is determined by where the click is in relation to their feet.
So clicking near their head will always make them face up.