rons0n Posted October 29, 2015 Share Posted October 29, 2015 So I noticed as I added long audio files that my character would cut from talking because switching from 'Talking' animation to 'Idle' animation cancels the audio. Is there a way to prolong the talking animation for maybe a few seconds more? This would apply to talking, examining, events, everything. I just want him in his talking animation longer so his audio won't get cut off midway. Link to comment Share on other sites More sharing options...
DarkXero Posted October 29, 2015 Share Posted October 29, 2015 http://forums.kleientertainment.com/topic/55584-help-componentstalkersay-how-to-make-messages-last-longer/ Add aif self.inst.prefab ~= "mychar" then returnendthere to make it specific for the character, or put the code inside the common_postinit of the character. Link to comment Share on other sites More sharing options...
rons0n Posted October 29, 2015 Author Share Posted October 29, 2015 (edited) @DarkXero, I added it as is but nothing happend. I could possibly be doing it wrong but I feel like I'm not, unsure. Then I added it with the character specific line(Which im sure i added it incorrectly anyway lol) and it also did not do anything. How do I add it to the common_postinit? Remove the postinit from AddComponentPostInit or leave it as is?local mintime = 60AddComponentPostInit("talker", function(self) local old = self.Say self.Say = function(self, script, time, noanim, force, nobroadcast, colour) if time == nil or time < mintime then time = mintime end old(self, script, time, noanim, force, nobroadcast, colour) endend) Edited October 29, 2015 by rons0n Link to comment Share on other sites More sharing options...
DarkXero Posted October 29, 2015 Share Posted October 29, 2015 @rons0n, well, I'm dumb. The stategraph times out the talking.local mintime = 10local function common_postinit(inst) local talker = inst.components.talker local old_Say = talker.Say talker.Say = function(talker, script, time, ...) if time == nil or time < mintime then time = mintime end old_Say(talker, script, time, ...) endendlocal function master_postinit(inst) local old_onenter = inst.sg.sg.states.talk.onenter inst.sg.sg.states.talk.onenter = function(inst, noanim) old_onenter(inst, noanim) inst.sg:SetTimeout(mintime + math.random() * 0.5) endend Link to comment Share on other sites More sharing options...
rons0n Posted October 29, 2015 Author Share Posted October 29, 2015 @DarkXero, Yeah! No longer do I have to endure sentences being cut. Which doesn't really matter as I don't know any Japanese but for people with English Audio files this helps too! Also I hope I gave enough credit to you on that Damage indicator mod! As always, thanks for helping this idiot for as long as I could remember. Link to comment Share on other sites More sharing options...
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