want cursor to animate player character and face direction of mouse click.

Started by jfarwyke, Fri 10/04/2009 09:41:42

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jfarwyke

Basically, I want to change the "Talkto" cursor to a "Bark at" cursor, and have the player bark at things in the game, since he can't speak. Or I would instead remove the "talkto" cursor altogether and create a new one. Either way, I want a "bark at" cursor and animate the player barking when it's clicked and face in that direction. Is this even possible? I've searched the manual and forum with no luck. Any ideas? Thanks.

RickJ

There are user defined cursor modes.   Lookup cursor modes in the manual. Basically you need to create a cursor Icon, assigne the icon to one of the user defined cursor modes, rename that mode to "Bark at" or whatever you want  to call it.   You will have to handle the animation in your script.

But what's the difference?  Why not just use "talk to" cursor mode?   

jfarwyke

Well, I probably will use the "talkto" mode. But the biggest problem is getting it to perform the specific view I want each time the user clicks it. I think I could assign that to occur with each hotspot. But is there a command I can put in the global script to perform this? I'm really dumb when it comes to scripting, but I just have no idea what sort of command would perform this. I've already figured out the second part to my question by the way, so no troubles there. I just want my player to bark when the cursor is clicked pretty much.

Mantra of Doom

Why not assign the barking animation as the player's talking view? Then have cEgo.Say("Bark! Bark!"); whenever the player barks at a person/object?
"Imitation is the sincerest form of imitation."

Trent R

on_mouse_click.... gets called everytime you click the mouse. (Woah!)

Just put player.FaceLoacation(mouse.x, mouse.y); and player.Animate() under a if (mouse.Mode==eModeTalkto) check.


~Trent
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jfarwyke

Talking View! Of course! I forgot there was such a thing! Thank you!

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