Talking Loops and how to get rid of them.

Started by PureGhostGR, Mon 20/10/2003 02:36:08

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PureGhostGR

There is a certain room that requires my character to change the standard view into a custom one (aka one without a helmet).

This is done easily, however inside the room, once a dialogue begins the engine switches on the loops talking with the helmet on, and then reverts to the custom again.

What can be done to overcome this.

Any ideas?

Thanks.

Ishmael

by setting the character[CHARID].talkview global variable for that character to the custon talking view minus one.
I used to make games but then I took an IRC in the knee.

<Calin> Ishmael looks awesome all the time
\( Ö)/ ¬(Ö ) | Ja minähän en keskellä kirkasta päivää lähden minnekään juoksentelemaan ilman housuja.

PureGhostGR

Thanks TKm but since I've just started fidling with scripting (in all of its glorious forms), that bit there leaves me trully clueless.

I tried checking the index on ags but I still don't have enough to move on.

could you give an example please?

thnks again.

Ishmael

Put something like

character[EGO].talkview = 4;

if your character's script name is EGO and the veiw you want to use is number 5, into where you want the talk animation to change, be it in 'player enters room before fadein', or somewhere else.
I used to make games but then I took an IRC in the knee.

<Calin> Ishmael looks awesome all the time
\( Ö)/ ¬(Ö ) | Ja minähän en keskellä kirkasta päivää lähden minnekään juoksentelemaan ilman housuja.

PureGhostGR


Scorpiorus

Btw, SetCharacterSpeechView (CHARID, int view) function was introduced in version 2.53. It was added quite late, so everybody got used to setting the talkview manually (through a variable).

just for reference

~Cheers


Ishmael

I used to make games but then I took an IRC in the knee.

<Calin> Ishmael looks awesome all the time
\( Ö)/ ¬(Ö ) | Ja minähän en keskellä kirkasta päivää lähden minnekään juoksentelemaan ilman housuja.

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