Please login or register.

Login with username, password and session length
Advanced search  

News:

This forum provides RSS feed. To query recent posts use this url. More...


Author Topic: problem with TalkStances  (Read 3289 times)

0 Members and 1 Guest are viewing this topic.

slayte

  • Lurker
  • *
  • Karma: 0
  • Offline Offline
  • Posts: 10
  • I'm a llama!
    • View Profile
problem with TalkStances
« on: September 02, 2003, 08:16:00 PM »

Hello from France !

First of all, congratulations for WME. It's a very fun soft.

Actually, I work on a game and i encounter a problem with the TalkStances (syntax problem ? misunderstood function ?...)

One of my charagters must talk and "think" sometimes. So i have added these blocks on my character file :

  TALK
  {
    SPRITESET
    {
      LEFT       = "actors\mike\ll\talk.sprite"
      RIGHT      = "actors\mike\rr\talk.sprite"
      UP         = "actors\mike\uu\talk.sprite"
      DOWN       = "actors\mike\dd\talk.sprite"
      ...
   
    }
  }

  TALK_SPECIAL
  {
    SPRITESET
    {
      NAME     =  "think"
      LEFT       = "actors\mike\ll\static.sprite"
      RIGHT      = "actors\mike\rr\static.sprite"
      ...
    }
  }

When i use actor.Talk(" Some text...",,,"think"); i get a syntax error.
When i use actor.Talk("Some text...",null,null,"think"); no syntax error but the talk sprites are always executed, and the static sprites are never used.

I have bypassed temporarely the problem with a function which test the character direction and force the sprite with ForceTalkAnim but i think than the Talk Stance is the best way ???

So could you help me ?

Thanks
Logged

Mnemonic

  • WME developer
  • Administrator
  • Addicted to WME forum
  • *
  • Karma: 41
  • Offline Offline
  • Gender: Male
  • Posts: 5683
    • View Profile
    • Dead:Code Site
Re:problem with TalkStances
« Reply #1 on: September 02, 2003, 08:44:38 PM »

Hi and welcome to the forums ;)

The problem is, that your "static.sprite" animation is probably very short, therefore it finishes immediately and the engine then uses the default talk stance again. The easiest solution in your case will be to make the "static.sprite" animations looping. Therefore they will be playing infinitely (i.e. all the time until the actor finishes talking/thinking).
Does it make sense?
Logged
Yes, I do have a twitter account
Please don't send me technical questions in private messages, use the forum. ::wave

slayte

  • Lurker
  • *
  • Karma: 0
  • Offline Offline
  • Posts: 10
  • I'm a llama!
    • View Profile
Re:problem with TalkStances
« Reply #2 on: September 02, 2003, 09:33:02 PM »

Argh !!! Stupid boy, Slayte, stupid boy !!! ::)

I've forgotten the looping option !

Ok it works fine and my character can "think" now. Maybe he will be less stupid than me !!

Thanks a lot
Logged
 

Page created in 0.118 seconds with 21 queries.