NPC dialog interrupting TIMe queue? Hey all,
I was wondering if anyone has encountered something like what I'm experiencing. This is in regards to NPC dialog (not conversations). Specifically, it seems that when I have a playDia TIMe refer to a line of dialog by an NPC as opposed to the player it can disrupt (ie, skip) other TIMe's in the queue.
In one sequence, an NPC is supposed to say a line of dialog, then play an animation, then say another line of dialog. It keeps skipping the playAnim TIMe though. I was able to get the animation to play if I tried it without any playDia TIMe's, so I know the animation will play properly, I just can't get it to play in the sequence I want.
Another sequence has the NPC and the player exchanging dialog and then the player is supposed to perform a playAnim TIMe. It's supposed to go: NPC talks, player talks, NPC talks, player talks, player animates, then they talk some more. For some reason it plays the first 3 lines of dialog, then the player animates WHILE his dialog displays (instead of talking, then animating.) After this it plays the rest of the dialog TIMe's but it doesn't play the last line that should be delivered by the player.
It would appear that the playDia TIMe, when playing a line of NPC dialog, acts differently than when playing the main character dialog. It seems that it sometimes skips the TIMe's after or between each playDia TIMe, or as if there's some sort of internal counter that's getting corrupted and it plays some TIMe's simultaneously (like the case I'm having where the player's dialog is displaying above his head, but it's playing a custom animation instead of the talk animation.)
I've only noticed this during sequences that have an NPC talking. So far when I've tried dropping the NPC talking from the equation it works fine. Anyone experience anything similar?
NigeC- 03-06-2007
does having a wait TIMes between each line not help?
when i tryed the 3D room without a sort pause between each line it ignored swtching sprites on and off as the animation ran
just an idea
JohnGreenArt- 03-06-2007
Tried that, didn't seem to change anything, but I'll try it again.
I've had weird results with the wait TIMe as well, sometimes having to have two wait TIMe's in a row because the first one gets skipped. Usually that happens when a sequence involves a lot of planAnim or moveTo TIMe's.
Could having sequences with lots of TIMe's be part of the problem?
NigeC- 03-06-2007
i don't think Greg -*test*-('")ed it with extended possibilities, i guess the harder we push the engine, things like this are bound to crop up
adventureman- 03-06-2007
I experienced the same problem with complex conversations, John.
To work around it I had to divide the conversations up into smaller / simpler chunks which is a bit annoying as you have to keep telling the character to talk. But that way it separates the "playAnim" from the dialogue. Not the best solution.
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