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Author Topic: Actor.Talk  (Read 6491 times)

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SBOVIS

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Actor.Talk
« on: May 13, 2007, 08:54:56 PM »

Hi all,
        I have an issue regarding the Actor.Talk command.

In my project I am using this command to show Subtitles of text that accompany speech sound samples.

All well and good and it works great.

But I also have some instances where my main actor walks into regions defined on the screen which have scripts attached to them, these scripts play a sound and then the Subtitle text appears for this sound


For example:

On "ActorEntry"
{
actor.SetFont("donts/truetype.font");
actor.TalkAsync("What a strange place this is);
Game.PlaySound("sounds\STRANGEPLACE.wav");
}

Now the problem I have is that I have Talk stances setup and when I call the above in a script the actor stops and starts chatting (graphically) I want this in some scenes of the project but I also want in some scenes for these stances to be ignored and the actor just to walk into the region in the scene, kick off the script and carry on walking instead of stop and talk-animated. This all used to work before I used TALK stances.

Any ideas how I can get around this, as I need the subtitles to show for the sound samples being played.

I thought of having another ACTOR -invisible and use this, but it did not work properly and I had issues of the subtitle text not appearing where I wanted it to.

I also tried creating another stance whicxh had a spriteset of just the walking sprites but this did not work either. hahahahahahahahahaha  ???






« Last Edit: May 13, 2007, 09:02:37 PM by SBOVIS »
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Mnemonic

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Re: Actor.Talk
« Reply #1 on: May 13, 2007, 10:08:35 PM »

I want this in some scenes of the project but I also want in some scenes for these stances to be ignored and the actor just to walk into the region in the scene, kick off the script and carry on walking instead of stop and talk-animated.
If you don't want the actor to talk, then perhaps you shouldn't call actor.Talk() but display the caption in some other way..?
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SBOVIS

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Re: Actor.Talk
« Reply #2 on: May 13, 2007, 11:16:29 PM »

is there not a way to override the talk stances, but still use actor.Talk to get the subtitles?? as this is by far the easiest way to display the subtitles
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Re: Actor.Talk
« Reply #3 on: May 14, 2007, 10:57:20 AM »

Hi,
     I have now created a window and an entity container, this works ok, and the text appears but for some reason it scrolls when the actor walks and the scene scrolls, how do I make it totally static and not scroll??

Example: text appears, actor walks down and the text scrolls up, actor walks up and the text scrolls down.

 ???
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Re: Actor.Talk
« Reply #4 on: May 14, 2007, 03:20:32 PM »

I have done some tests and it is beacuse the scene scrolls, my window placed on an 800x600 screen works fine but on a 1027 x 768 with 800x600 viewing window the scene scrolls as the actor moves and the window with text moves out of sight.

What I need to do with the scene scroll scenes is be able to have the window stay at the same position and ignore scene scrolling like the inventory window, is this possible??


 ??? ;D
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Re: Actor.Talk
« Reply #5 on: May 14, 2007, 03:23:54 PM »

I think it should be possible by setting the subtitle position of the entity.

Code: WME Script
  1. var ent = container.GetEntity();
  2. ent.SubtitlesPosX = 100;
  3. ent.SubtitlesPosY = 100;
  4.  
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Re: Actor.Talk
« Reply #6 on: May 14, 2007, 03:53:48 PM »

Ah!! yes , great!! was trying to do that with the window instead of the Entity..Doh!!! hahahahahahahahaha Thanks
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