character talk

Started by limeTree, Mon 11/06/2007 10:27:53

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limeTree

Please explain changing the character talk interactio throught the game.process.

Ashen

#1
Please explain your question.

Do you mean  characters say different things at different points in the game? If so:
Quote from: Front page of the BFAQ
NOTE: Please keep the following in mind. Most of our problems can be easily solved using variables. Need to change a hotspot's state in another room? Use variables! Need an object to be used only once? Use variables! You can either use Global Integers and Global Strings (look inside the AGS manual for these) or custom variables. Look at the solution to that problem HERE under "Scripting, Code & Interaction".

If not, or if you need help with something more specific that isn't in the BFAQ, post more details.
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limeTree

Yes,sorry.I was in a rush.My internet broke down so i had to use the one in my school.The thing is...
I have made the intro of the gm.Now al of the characters  have scatered around the house.And i have place the interact(talk)on some of them.I wondered how can i change what they say in the interact later in the game.

random_guy

Quote from: lipaoklipa on Thu 14/06/2007 07:34:18
Yes,sorry.I was in a rush.My internet broke down so i had to use the one in my school.The thing is...
I have made the intro of the gm.Now al of the characters  have scatered around the house.And i have place the interact(talk)on some of them.I wondered how can i change what they say in the interact later in the game.

You can create a graphical variable, named "intro" or whatever, which is set at 0 at the start. Then once the intro's over, as the last command set "intro" to 1. Now add a new command under the talk interaction, and select "conditional: if a variable is set to a certain value". Choose value 1. Now add a child action under the conditional and choose "display message", then type your new message. Just make sure you add a "stop running more commands" command at the end of the conditional, or the game will display messages meant for the intro.

This may not be the most efficient way to do it as I'm a beginner myself, but it's probably the easiest, as it can be done from the GUI.

Ashen

Basically, yes that's what I meant.

I'd recommend you stay away from the Interaction Editor defined variables, though. When you find you need to start using scripting (which you will, and probably quite quickly) they become far less convenient, damn clunky in fact. I'd say use GlobalInts (follow the link in the bit I quoted for more details) or make your own (also covered in the BFAQ) instead.
I know what you're thinking ... Don't think that.

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