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