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Topics - Art

Pages: 1 [2]
Technical forum / How do i: Play several looped sounds together
« on: May 18, 2005, 04:13:27 PM »
When i call Game.PlaySound, it terminates playing of previus sound.
I need to play several ogg files together in depense of state of the game ???

Technical forum / ForceTalkAnim
« on: April 26, 2005, 03:49:27 PM »
I should use a special animation for talking in some cases.
I found ForceTalkAnim function in SDK.
But it works not right i need: it plays special animation once and then it switches to standard one. And this happens during one call of Talk method of Actor.
How can i make actor use this animation from beginning to the end of execution of Talk method ?

Here is my code
Code: [Select]
actor.PlayAnim( "actors\kewa\phone\01.sprite" ); // intro to special animation
actor.ForceTalkAnim( "actors\kewa\phone\02.sprite" ); // my special animation
Game.Msg( "1" ); // start talk
actor.Talk( "fsafsdafsdafsdafsadfsdafsadfsdafsdafsdafsdafsa", null, 5000 ); // i'd like to see my special animation for 5 seconds, not only once.
Game.Msg( "2" ); // stop talking
actor.PlayAnim( "actors\kewa\phone\03.sprite" ); // outro from special animation

While i wrote this post, i've found a decision :)
Talk animation should be LOOPED :)

Technical forum / WalkToDirection property does not work
« on: April 03, 2005, 07:14:19 PM »

I have an entity on the scene. It has several states. In each state it has different bitmap and is located in different position. This entity is also an item, so actor can "take" it.
Before taking this item i make actor GoToObject.
When i change bitmap and position of this entity i also update WalkToX, WalkToY and WalkToDirection properties. With X&Y everything is ok, but WalkToDirection property does not work, like it seems to me :(. It always keeps the value, i gave to it in scene editor.

Here is a little part of code:
var bo4onok = Scene.GetNode( "bo4onok" );
switch( State_09_01_Temnica.bo4onok )
case 0:
bo4onok.SetSprite( "scenes\09_Ostronos\01_Temnica\fon\barrel_on_floor.png" );
bo4onok.SkipTo( 702, 434 );
bo4onok.Active = true;
bo4onok.WalkToX = 702;
bo4onok.WalkToY = 519;
bo4onok.WalkToDirection = DI_UPRIGHT;

Is it bug or feature ? :)

Technical forum / Delay when changing sprites
« on: October 13, 2004, 12:44:19 PM »
I've got a problem
I have got several sprites for one character, which should be changed in some different sequences.
For example i play first sprite, then second, then again first and after that - third
So after first sprite i can play second or third.
I use entity.PlayAnim method to choose next animation
There is a very annoying delay before staring new sprite

Is there any possibilite for preloading sprite into the game before first playing it?  ???

Thank you

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