Ignoring characters completely

  • #1, z ke4Friday, 14. April 2017, 12:34 hodinky 8 years ago
    Hi,

    is there a way how to make characters completely inactive? Having them just as background thing. I know i could create some inactive cursor and set it when the mouse is hovering the character and don't enter any name but there's still the thing that when you click on character, the main character will turn around to the character and will walk there.

    Is there a way to prevent this?
    Thanks for your advices.

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  • #2, z afrlmeFriday, 14. April 2017, 12:41 hodinky 8 years ago
    Create them as scene objects & don't create an object area (interaction polygon) for the objects, the character would still walk over to them though as it would just be like clicking in an empty spot somewhere in the scene. Are you talking about having the engine ignore updating the destination if the player clicks on a character & just continue walking to wherever they were previously walking? If so, then it's a lot more complicated as you would need to store various information into variables, values or maybe a Lua table.

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  • #3, z ke4Friday, 14. April 2017, 12:53 hodinky 8 years ago
    Creating them as an objects would make everything more complicated though. I have a plain and some passengers. They have one or murtiple random animations. some of them even talk. And i've tried this before, but doing the sync manually is a terrible idea. They also have multiple outfits because the situation in the plain gets changed.

    Basically the main character should walk... walk like if you click on inactive area to the nearest waypoint.

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  • #4, z afrlmeFriday, 14. April 2017, 13:12 hodinky 8 years ago
    You can use both npc character & scene object version. Once you no longer need to interact with them, hide the character & show the object version instead. Inside of the object version you could do something like I did for the character blink animation tutorial, which is inside first animation frame, do something like math random between x & y. Then add an if query to final frame of idle to have it check if result is less than or more than something. If it's more than have it call a called by other action which triggers a random character animation for the character based on current outfit. Keeps it dynamic & allows you to kill interaction with the character. Bit of work mind, but if it's something you really want to add, then maybe it's worth the effort?

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  • #5, z ke4Friday, 14. April 2017, 13:47 hodinky 8 years ago
    Ah right, good idea, i suppose i could switch it for the talking part. Yeah this is gonna take a while to redo it but i think it's worth it. Thanks.

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  • #6, z afrlmeFriday, 14. April 2017, 13:53 hodinky 8 years ago
    Ah right, good idea, i suppose i could switch it for the talking part. Yeah this is gonna take a while to redo it but i think it's worth it. Thanks.
    1. hide idle animation.
    2. show looped talking animation.
    3. display narration text with p pause tag.
    4. hide talk animation.
    5. show idle animation.

    All display text really does is automatically trigger the talk animation of your character & then switch back to idle once done talking.

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  • #7, z ke4Friday, 14. April 2017, 14:16 hodinky 8 years ago
    This kind of sync is tricky though. With a lag or slower / faster PC you can get desynchronized. Opeining a menu / pausing the game can break it.

    I was trying play audio file while showing the text with p tags once. I had it measured into miliseconds. ( one audio files - a multiple texts )

    Some text p 250ms<p250ms></p250ms></div>
    pause for 170 ms
    Some text p 320ms<p320ms></p320ms></div>
    etc..

    It didn't seem to be possible to get it right. ( I needed to change the audio on entering another scene ( a fake scene grin ) )

    PS: I have no idea what happend the p tags got messy somehow grin

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  • #8, z afrlmeFriday, 14. April 2017, 15:04 hodinky 8 years ago
    This kind of sync is tricky though. With a lag or slower / faster PC you can get desynchronized. Opeining a menu / pausing the game can break it.

    I was trying play audio file while showing the text with p tags once. I had it measured into miliseconds. ( one audio files - a multiple texts )

    Some text p 250ms<p250ms></p250ms></div>
    pause for 170 ms
    Some text p 320ms<p320ms></p320ms></div>
    etc..

    It didn't seem to be possible to get it right. ( I needed to change the audio on entering another scene ( a fake scene grin ) )

    PS: I have no idea what happend the p tags got messy somehow grin
    forum seems to like messing things like that up all the time - especially when you edit a post containing something like <bleh>.

    You mean a speech recording with text or just a random sound file?

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