[ SOLVED ] Character turns after speech

Started by Peter Bear, Sun 21/03/2010 13:20:01

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Peter Bear

Hello all !

I have a speech view. The character looks on the left in this view.

Wheter the character is oriented left , or right, this always play the same view.
Is there an option to tell the game to play the speech view or a mirrored speech view according to his orientation before the speech.

OR ( better ) can he turn to face the object he describe, in the correct speech view, then stay oriented towards this object ( on his left, or right ... ) after speaking ?


I guess I must be missing something, a checkbox or ...
I haven't found any clue in the board already.
Not much time for gaming neither creating, but keeping an eye on everything :)

Peter Bear

okay I figured it out ... in the view, simply add more loops then fill the loops named "left" and "right" with your animation.


To let the character face the clicked point, I guess there is an option too ... I am on it :)

Regards
Not much time for gaming neither creating, but keeping an eye on everything :)

barefoot

#2
Hi

Code: ags

player.SpeechView = 5;


Obviously change to the designated speech view required.

You can use the Face Character/Location/Object

EG
Code: ags

 cJoe.FaceLocation(220,333);

cEgo.FaceCharacter(cMan);

player.FaceObject(object[2]);


Its all in the Manual

barefoot
I May Not Be Perfect but I Have A Big Heart ..

Peter Bear

Thank you, I found this one
For people in that case :
1/ I wanted the character to face this clicked location before speaking ( assuming, he will turn LEFT or RIGHT ), the only two loops are made by me.

Code: ags
cEgo.facelocation ( mouse.x ,mouse.y ) ; 


When I clicked close to the character, that didn't work ...
I figured it was now faceing "up" or "down", orientations that I haven't implemented.

So it left the Y value to "cEgo.y", so it is always straight LEFT or RIGHT, as the faced location is on the same Y level ...

2 / For the speechview, I assigned it directly in the Character creation part of AGS.


Thanks for answering.
Not much time for gaming neither creating, but keeping an eye on everything :)

Khris

Note that the direction the character will face is determined by where the click is in relation to their feet.
So clicking near their head will always make them face up.

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