I'm trying to have a character perform an animation loop constantly, including while the player talks to her, while dialog options are displayed, and while the character is talking. (The idea is that she's busy and doesn't stop what she's doing.)
First I tried setting the animation to play when the room loads and setting the character's talking view to the same loop, which worked except that the animation would stop when dialog options were displayed. So I tried using the RepExec room function, but when I used the same code from my first attempt, the character no longer animated when she was sitting idle. I guess you have to write it differently in RepExec, but I'm not sure how.
This is what I have:
Code: ags
I tried calling eBlock instead, which did make the animation play, but of course that blocks the player from doing anything.
eta: Whoops, forgot to mention, eventually this character will have to stop animating and do something else, if that matters at all.
First I tried setting the animation to play when the room loads and setting the character's talking view to the same loop, which worked except that the animation would stop when dialog options were displayed. So I tried using the RepExec room function, but when I used the same code from my first attempt, the character no longer animated when she was sitting idle. I guess you have to write it differently in RepExec, but I'm not sure how.
This is what I have:
function room_RepExec()
{
cTree.LockView(16);
cTree.Animate(1, 7, eRepeat, eNoBlock, eForwards);
}
I tried calling eBlock instead, which did make the animation play, but of course that blocks the player from doing anything.
eta: Whoops, forgot to mention, eventually this character will have to stop animating and do something else, if that matters at all.