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Constant talk animation issue

Hi,

I have a character who OnStart has a 3 dialogue loop. 

PROBLEM: the NPC is animating talking between when the dialogue appears, and is therefore animating in talk mode constantly. Is there a way to pause the animation or ensure that the NPC only animates talking when the dialogue appears?

My action list Onstart is:

play speech
play speech
play speech

each with a wait time of 3

Thanks!

Comments

  • You can set/check wait till finished your animation play action, then start 2nd in the same way and after the 3rd one .
  • You're referring to the Wait time offset (s) as being set to 3?  Characters should stop animating during this period.  What are your NPC's talk animation settings set to?  Please post a shot of your NPC's Inspector.
  • 2d or 3d?
     If 2d I have an idle animation on the loop, when I click on the character I just play another animation.
    If I don't have it, I turn visibility off the idle animation and turn visibilty on of another static sprite of the character. When all other things are finished I start playing the idle animation loop and turn it's visibility on, plus turn off visibility of the static sprite.
  • I need to see screenshot's of your NPC's Inspector.  Please also don't crop shots - it's much easier if I can see them in context with everything else - the more you can show me, the better I can help.

    @SkyTree: That sounds like a bit of a workaround!  Is there a problem with AC that's meant you've resorted to that?
  • edited November 2015
    No it is normal. I have an NPC in idle loop, I click on it a new animation "turning" starts, he turns to me, then talking animation starts after the turn animation is over, and so on.
  • The Paths, Rigidybody and CircleCollider2D components must be moved from the sprite child to the root object.

    As you have "Multiple directions?" checked, AC will search for animation names with the direction letter added on: e.g. AutomatonTalk_D instead of AutomatonTalk, when the character is facing downwards. If your character doesn't face different directions, you can uncheck that box, and the "_D" etc will not be searched.  If you're using the latest version of AC, it should tell you in the Console if it cannot find the correct animation clip.
  • This doesn't stop my Npc talking co tinuously though
  • And if I turn loop off the talk animation he doesn t talk at all
  • Do any error messages appear in your Console, and what does your full Animator window look like?
  • no errors in console regarding the talking sprite

  • And the Animator?
  • I have fixed this now. I remade the NPC with the character wizard and started him again. He works fine now, thanks
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