Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: PureGhostGR on Mon 20/10/2003 02:36:08

Title: Talking Loops and how to get rid of them.
Post by: PureGhostGR on Mon 20/10/2003 02:36:08
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.
Title: Re:Talking Loops and how to get rid of them.
Post by: Ishmael on Mon 20/10/2003 05:14:53
by setting the character[CHARID].talkview global variable for that character to the custon talking view minus one.
Title: Re:Talking Loops and how to get rid of them.
Post by: PureGhostGR on Mon 20/10/2003 19:03:52
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.
Title: Re:Talking Loops and how to get rid of them.
Post by: Ishmael on Mon 20/10/2003 19:30:16
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.
Title: Re:Talking Loops and how to get rid of them.
Post by: PureGhostGR on Mon 20/10/2003 20:21:41
worked like a charm.

big thanks.
Title: Re:Talking Loops and how to get rid of them.
Post by: Scorpiorus on Mon 20/10/2003 21:55:07
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

Title: Re:Talking Loops and how to get rid of them.
Post by: Ishmael on Tue 21/10/2003 04:55:19
And now you tell me that ;D