Background animations / Hotspot questions

Started by Stasko, Thu 21/06/2007 13:24:01

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Stasko

Ok i am working on a game bt there are a few things i don't understand!
And yes i used the search function and the manuel,,, but i just ask for some help. It is not that easy too build a game while you have too teach yourshelf how the programm works!

Ok i explain some things i am fighting with for at least 2 days now!

- I have characters on my backgrounds but! I want them too play their animation every 10 seconds! Standard it is  1minute?? I don''t know but hopefully somebody can help me with this!

-Second question! This is about the look mode interaction mode And if you talk too someone! etc etc,,
You guys know that if you talk too somebody it is normal too walk to that person and move your face to that guy!

But if i look at something or talk too someone? My main character just stays where he is without interacting with the hotspot or character, not very realistic.

I know about the set-to walk points but they only work for the look at button!
If you guys place some scripting codes, please tell me where too place them because i still don't know where i have too place them.

Allready thanks for your help! :)

Ashen

1. RTM: Character.SetIdleView. Call that (e.g. in game_start) with 10 for the delay paramter to have the Idle animation played every 10 seconds. Or have I misunderstood the question?

2.
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I know about the set-to walk points but they only work for the look at button!

No they don't. There's an option to disable walk-to points for Look mode, because it could get fairly annoying otherwise, but they should work for all modes. Are they not working for you?
Also, only Hotspots have walk-to points, Characters and Objects don't. Just add a blocking Character.Walk command before what ever you want to happen for those interactions. (In the Interaction Editor, 'Character - Move character', with 'Wait for move to finish' set to true.)
I know what you're thinking ... Don't think that.

Stasko

I still don't get it,, i tried too place the code in the global script but all i get is errors,,  and about the walk iseu,, that is gonna be a lot of work if you need for every hotspot a walk cycle!

But the scripting thing,, i just don't know where too place those codes! It is very easy too find those script codes but they never tell where too place them, wich line or location. Hopefullyy someone can tell me?


Ashen

Post the error messages (as I think I told you in another thread) and someone might be able to help.

Quote
that is gonna be a lot of work if you need for every hotspot a walk cycle!

I don't know what you mean. Why would you need a walkcycle for each hotspot? The Hotspots don't move (of course) and the characters use the same walkcycle all the time. Again, have I misunderstood your problem here?

Quote
But the scripting thing,, i just don't know where too place those codes! (...) they never tell where too place them, wich line or location. Hopefullyy someone can tell me?

Read the BFAQ:Placing your code. Basically, where you put the code depends on when you want it to run. In this case, you probably want to set the idle delay for the whole game - which is why I suggested using the game_start function, in the Global script. If you wanted to cange it for a certain room, one of the 'Player enters room' interactions would be the place ... Read that BFAQ entry, and give it a little thought and it's really not that hard to figure out where code should go.
I know what you're thinking ... Don't think that.

Stasko

I want a character if i click on a hotspot, he walks towards the hotspot!

I am talking about the look at, button and the talk too button,, etc. If i use such function i want my character too walk to that hotspot!

I dont like it when i talk to a character on the other side of the room. Ok how? Because i want my playable character too walk too the other character before starting a dialog! Also i cannot place codes in dialog scripting. Because i could not get sounds working in dialog scripting.

I hope i am clear enough?  :-*

Buckethead

Use the talk function and then pick "run script"

then edit the script and fill in this:

Code: ags


player.walk(x ,y , eBlock);
RunDialog(0);



of course the x, y should be what ever you want the player to walk to and the dialog number should be the number of the dialog you want to use.


Stasko

But what if i want a sound effect in the middle of a dialog??

sry that i am iritationg but i am just learning things  ;D

Khris

In the manual, go to "Tutorial -> Starting off -> Part 8 - Conversations".
Look for "run-script X" and "dialog_request".

A forum search for "dialog_request" should bring up some helpful threads, too.

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