#2, z afrlmeMonday, 07. November 2016, 21:01 hodinky 8 years ago
You can actually create multiple animations inside of the talk, idle & walking animation sections which will automatically add any duplicated directions to a new animation index value, so... what you could do is:
1a. create a version of your walk animation for each direction with a talk animation & then add it to the current outfit or...
1b. create a new outfit (probably the easier option & you'll know that it will work as I've had issues when trying to use the animation index method).
2. swap out the current animation index to 1 or (I forget if the default value is 0 or 1), when you want the character to play the talking & walking version & then back to 0 or 1 (again I don't remember the default value) when you want to revert back to the regular walking animation.
3. as for the walking & talking, you could set it as a background text with a pause action part after for the lenth the text is supposed to be displayed before moving onto the next action in the list, but be warned that background texts can't be skipped without Lua script (I actually shared a script on the wiki ages back for skipping background texts) & also that while they are being displayed & while you still allow the player to be able to interact with the game that they could trigger another display text or action that they aren't supposed to do, so I really only recommend using background display/narration texts during sections where you kill player interaction. Narration text is also another possibility. I forget if you are forcing the text positions with the textPosition hook or letting them display above the characters head.