How to do constant movement of characters after their dialogue

Started by theretrodrisk, Sun 07/06/2020 10:54:13

Previous topic - Next topic

theretrodrisk

Hi all, hope you are all well?  I am still battling through in writing a game (but having a lot of fun doing it)... One thing I am stuck on is constant animations of NPC (not idle). I don't want them walking around, but moving on the same spot.  A good example I have found the animate function and this works if I call it on room load... The trouble is, that  if I do dialogue with them then the speech overrides that animation and I can't see how to restart the animations.

I guess that is my question really, after a dialogue tree, at what point does it go back so I can call another animation script?

Thanks as always for all your amazing help.  Looking forward to showing you all my silly game  8-)

Cassiebsg

You can put in room rep_exe

if (!npc.animating) npc.animate...

npc is of course the name of the npc you want to animate, and the exact code you find in the manual.  ;)
There are those who believe that life here began out there...

theretrodrisk

that's perfect thank you so much...  For reference to others, this is the code I used...
if (!cGiana.Animating) {cGiana.Animate(3, 3, eRepeat, eNoBlock);}

SMF spam blocked by CleanTalk