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.
by setting the character[CHARID].talkview global variable for that character to the custon talking view minus one.
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.
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.
worked like a charm.
big thanks.
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
And now you tell me that ;D