Problems with Background Speech and related modules.

Started by Bearstonaut, Sat 01/01/2011 17:43:00

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Bearstonaut

Hello experts.

I'm working on my first attempt at a game and could use your wisdom.

Game uses one of the great Lucasarts SCUMM GUI modules.  The game opens with the player character in a hotel room.  What I'd like to accomplish is having the player character be able to turn on the television and get a lot of background chatter (visual, not audio) for the duration of that characters time in the room so long as the television is turned on.

So my approach was as follows --

One object for the "off" television.
One object for the "on" television.
One invisible character (blank sprite) to be providing the chatter only when the condition for switching to the "on" television is met.

Now, best as I can understand from hours of poring through these forums, background speech that doesn't interrupt the gameplay is a common request, and very difficult without the aid of an imported script.  I identified and attempted to implement two different such scripts, and got two different errors that I'm having a hard time resolving.  I am assuming these errors are a product of script commands being made obsolete with subsequent engine builds.

Electroshokker's "Background Speech v1.0.1".

ERROR: "Parse error at AudioClip".
I tried to remove any and all audio references in the hopes that it would lazily fix the problem.  Instead I got ERROR: "Parse error at ViewFrame"

The other script, "QBGSpeech v2.03" by SSH and Scorpiorus.

ERROR: "Undefined token StrSetCharAt"

I can see that term is now obsolete too, and I am not sure how, exactly, it is to be replaced. 

Obviously, I'm not a programmer, but if I let this beat me, I'll let a hundred other problems with developing a new skill beat me.  I would therefore be grateful for any assistance.  Is there a better script for accomplishing what I am attempting here?

Thanks, in advance.

hedgefield

The module you're gonna wanna check out is QueuedSpeech by Monkey_05_06. I'm using it right now, and aside from having to turn off enforcing the new style audio code, it worked great out of the box on AGS 3.2.

Bearstonaut


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