On Mon, 12 Nov 2007 17:03:59 -0800
"Gerrit" <[EMAIL PROTECTED]> wrote:
> > > * How do you code a talking animation in ScummC? In the costume
> > > documentation, there were only start and stop animations
> > > mentioned, and there's no example in the road game.
> >
> > I haven't investigated that so I don't known. My first guess would
> > be that the start anim open the mouth, the end anim close it and the
> > engine loop both, possibly using the lip-sync info if a voice
> > sample is played at the same time.
>
>
> I now defined talkStart and talkStop, but the behavior is weird:
> talkStart is looped while the guy is talking (i.e. while the speech is
> displayed), and talkStop is looped AFTER he's finished talking,
> forever. talkStop goes on without end, until you give the actor a
> command that changes his animation. If you give a command that does
> something without animation, talkStop will still continue.
You proabably need to mark the animation as non-looping. To do this
update to the latest svn and add "!LOOP" after the limb anim definition:
anim talkStopS = { body([15-20]) !LOOP };
> It's funny that they'd use the name "talkStop" for an animation that
> never stops. Then again, maybe I didn't get the whole picture here.
Most of the animation stuff is handled by the costume itself. Afaik the
engine never explicitly stop anims, it just start new ones. In fact in
v7 and v8 they pushed the idea even further and the AKOS format include
a mini language with variables, conditional jumps, etc
Albeu
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