PlayConversationAnimation(int, object)
Makes caller face a PC and play an animation.
void PlayConversationAnimation( int nAnimationConstant, object oTarget );
Parameters
nAnimationConstant
Animation to play (ANIMATION_*)
oTarget
Object to face.
Description
First, the caller will face oTarget. If oTarget isn’t a valid object, the caller will face the nearest PC instead. Then, the caller will play the nAnimationConstant animation. If this is a looping animation, it is played for two seconds.
Remarks
Great for making tavern scripts and other scripts, where you want it to look like two NPCs are talking.
Requirements
#include "nw_i0_2q4luskan"
Version
1.29
Example
//Paint a trigger around an NPC tagged "drunk_man"
#include "nw_i0_2q4luskan"
void main()
{
//Who is approaching the drunk?
object oTarget=GetEnteringObject();
//The drunk man in the middle of the trigger
object oDrunk=GetObjectByTag("drunk_man");
//Don't do this if the entering object is the drunk man
if (oTarget==oDrunk) return;
//Randomly pick one of three animations
int nAnimation;
switch (d3())
{
case 1: nAnimation=ANIMATION_LOOPING_TALK_LAUGHING; break;
case 2: nAnimation=ANIMATION_LOOPING_PAUSE_DRUNK; break;
case 3: nAnimation=ANIMATION_FIREFORGET_DRINK; break;
}
//Make oDrunk face oTarget and act like a drunkard.
AssignCommand(oDrunk, PlayConversationAnimation(nAnimation, oTarget));
}
See Also
| categories: | Action on Object Functions | Conversation Functions | Visual Effects Functions |
| constants: | ANIMATION_* Constants |
author: Lilac Soul, editor: Charles Feduke