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
![Huh ???](http://www.dead-code.org/forum/Smileys/default/huh.gif)