535 lines
24 KiB
HTML
535 lines
24 KiB
HTML
<html>
|
|
|
|
<head>
|
|
<meta http-equiv="Content-Type"
|
|
content="text/html; charset=iso-8859-1">
|
|
<meta name="GENERATOR" content="Microsoft FrontPage Express 2.0">
|
|
<title>Using the cam & talk commands in a window</title>
|
|
<style type="text/css">
|
|
<!--
|
|
|
|
body {
|
|
background-color:black;
|
|
text-color:lightgrey;
|
|
margin-left:12%;
|
|
margin-right:13%;
|
|
}
|
|
|
|
a {
|
|
font-weight:bold;
|
|
text-decoration:none;
|
|
color:black;
|
|
}
|
|
|
|
p {
|
|
font:12pt/16pt Arial, Geneva, sans-serif;
|
|
color:lightgrey;
|
|
margin-top:8pt;
|
|
margin-bottom:8pt;
|
|
text-indent:12pt;
|
|
}
|
|
|
|
h1 {
|
|
font:24pt/22pt Arial, Geneva, sans-serif;
|
|
color:orange;
|
|
text-align:center;
|
|
}
|
|
|
|
h2 {
|
|
font:18pt/18pt Arial, Geneva, sans-serif;
|
|
color:yellow;
|
|
text-align:left;
|
|
margin-top:24pt;
|
|
}
|
|
|
|
pre {
|
|
font:10pt/10pt Fixedsys, Courier, serif;
|
|
background-color:#202020;
|
|
color=lightgrey;
|
|
}
|
|
|
|
code {
|
|
font:10pt/15pt Fixedsys, Courier, serif;
|
|
background-color:#202020;
|
|
color=lightgrey;
|
|
}
|
|
|
|
hr {
|
|
color:red;
|
|
margin-top:-20pt;
|
|
}
|
|
|
|
hr.h2 {
|
|
color:orange;
|
|
width:50%;
|
|
text-align:left;
|
|
}
|
|
|
|
b.red {
|
|
font:light;
|
|
color:red;
|
|
}
|
|
|
|
b.green {
|
|
font-weight:light;
|
|
color:green;
|
|
}
|
|
-->
|
|
</style>
|
|
</head>
|
|
|
|
<body>
|
|
|
|
<p align="left"><font color="#808080" size="1" face="Arial">Last
|
|
updated 3/20/2000</font></p>
|
|
|
|
<p align="center"><font color="#990000" size="3"></font> </p>
|
|
|
|
<hr>
|
|
|
|
<h1><font face="Arial">Using the cam & talk commands in a
|
|
window</font></h1>
|
|
|
|
<p><font face="Arial"></font> </p>
|
|
|
|
<hr>
|
|
|
|
<table border="0" cellpadding="4" cellspacing="4">
|
|
<tr>
|
|
<td> <font face="Arial" color=#FFFFFF> CONTENTS: </font> </td>
|
|
<td bgcolor="#002866"><a href="#intro"><font
|
|
color="#FFFFFF" size="2" face="Arial">1</font><font
|
|
size="2" face="Arial" color="#00FFFF">(Intro)</font></a></td>
|
|
<td bgcolor="#002866"><a href="#camdetails"><font
|
|
color="#FFFFFF" size="2" face="Arial">2</font><font
|
|
size="2" face="Arial" color="#00FFFF">(CAM Details)</font></a></td>
|
|
<td bgcolor="#002866"><a href="#talkdetails"><font
|
|
color="#FFFFFF" size="2" face="Arial">3</font><font
|
|
size="2" face="Arial" color="#00FFFF">(TALK Details)</font></a></td>
|
|
</tr>
|
|
</table>
|
|
|
|
<p><a name="intro"><font face="Arial"></font></a></p>
|
|
|
|
<h2><font face="Arial">Intro </font></h2>
|
|
|
|
<hr class="h2">
|
|
|
|
<table border="0" cellpadding="12" width="100%" bgcolor="#202020"
|
|
leftmargin="10%">
|
|
<tr>
|
|
<td><font color="#FFFF00" face="Arial"><code>talk</code></font><font
|
|
face="Arial"><code> </code></font><font color="#00FFFF"
|
|
face="Arial"><code><</code></font><font face="Arial"><code>"</code></font><font
|
|
color="#FFFF00" face="Arial"><code>player</code></font><font
|
|
face="Arial"><code>" </code></font><font
|
|
color="#00FFFF" face="Arial"><code>||</code></font><font
|
|
face="Arial"><code> "</code></font><font
|
|
color="#FFFF00" face="Arial"><code>npc</code></font><font
|
|
face="Arial"><code>"</code></font><font
|
|
color="#00FFFF" face="Arial"><code>></code></font><font
|
|
face="Arial"><code> </code></font><font color="#00FFFF"
|
|
face="Arial"><code><</code></font><font face="Arial"><code>animation
|
|
name</code></font><font color="#00FFFF" face="Arial"><code>></code></font><font
|
|
face="Arial"><code> </code></font><font color="#00FFFF"
|
|
face="Arial"><code>[</code></font><font color="#FFFF00"
|
|
face="Arial"><code>nostay</code></font><font
|
|
color="#00FFFF" face="Arial"><code>]</code></font><font
|
|
face="Arial"><code> <br>
|
|
</code></font><font color="#FFFF00" face="Arial"><code>talk_ex</code></font><font
|
|
face="Arial"><code> </code></font><font color="#00FFFF"
|
|
face="Arial"><code><</code></font><font face="Arial"><code>entity
|
|
A</code></font><font color="#00FFFF" face="Arial"><code>></code></font><font
|
|
face="Arial"><code> </code></font><font color="#00FFFF"
|
|
face="Arial"><code><</code></font><font face="Arial"><code>entity
|
|
B</code></font><font color="#00FFFF" face="Arial"><code>></code></font><font
|
|
face="Arial"><code> </code></font><font color="#00FFFF"
|
|
face="Arial"><code><</code></font><font face="Arial"><code>anim
|
|
A</code></font><font color="#00FFFF" face="Arial"><code>></code></font><font
|
|
face="Arial"><code> </code></font><font color="#00FFFF"
|
|
face="Arial"><code><</code></font><font face="Arial"><code>anim
|
|
B</code></font><font color="#00FFFF" face="Arial"><code>></code></font><font
|
|
face="Arial"><code> </code></font><font color="#00FFFF"
|
|
face="Arial"><code>[<</code></font><font
|
|
color="#FFFF00" face="Arial"><code>nostay</code></font><font
|
|
face="Arial"><code> A</code></font><font color="#00FFFF"
|
|
face="Arial"><code>></code></font><font face="Arial"><code>
|
|
</code></font><font color="#00FFFF" face="Arial"><code><</code></font><font
|
|
color="#FFFF00" face="Arial"><code>nostay</code></font><font
|
|
face="Arial"><code> B</code></font><font color="#00FFFF"
|
|
face="Arial"><code>>]</code></font><font face="Arial"><code>
|
|
<br>
|
|
</code></font><font color="#FFFF00" face="Arial"><code>cam</code></font><font
|
|
face="Arial"><code> </code></font><font color="#00FFFF"
|
|
face="Arial"><code><</code></font><font face="Arial"><code>preset
|
|
name</code></font><font color="#00FFFF" face="Arial"><code>></code></font><font
|
|
face="Arial"><code> </code></font><font color="#00FFFF"
|
|
face="Arial"><code>[</code></font><font face="Arial"><code>"</code></font><font
|
|
color="#FFFF00" face="Arial"><code>restore</code></font><font
|
|
face="Arial"><code>"</code></font><font
|
|
color="#00FFFF" face="Arial"><code>]</code></font><font
|
|
face="Arial"><code> key</code></font><font
|
|
color="#00FFFF" face="Arial"><code>(</code></font><font
|
|
face="Arial"><code>value</code></font><font
|
|
color="#00FFFF" face="Arial"><code>)</code></font><font
|
|
face="Arial"><code> key</code></font><font
|
|
color="#00FFFF" face="Arial"><code>(</code></font><font
|
|
face="Arial"><code>value</code></font><font
|
|
color="#00FFFF" face="Arial"><code>)</code></font><font
|
|
face="Arial"><code> ... </code></font></td>
|
|
</tr>
|
|
</table>
|
|
|
|
<p><font face="Arial">With these three commands, you can
|
|
accomplish everything you could with the old system, and in a
|
|
more efficient and readable format. The </font><font
|
|
color="#FFFF00" face="Fixedsys">talk</font><font face="Arial">
|
|
command handles most cases. The most common dialog commands now
|
|
look something like this: </font></p>
|
|
|
|
<table border="0" cellpadding="12" width="100%" bgcolor="#202020">
|
|
<tr>
|
|
<td><font color="#FFFF00" face="Arial"><code>startconsole</code></font><font
|
|
face="Arial"><code> "</code></font><font
|
|
color="#FFFF00" face="Arial"><code>setcharactertalk</code></font><font
|
|
face="Arial"><code> 18:1101 character_boots start talk_a;</code></font><font
|
|
color="#FFFF00" face="Arial"><code>rca</code></font><font
|
|
face="Arial"><code> 18:1101 gest_g; </code></font><font
|
|
color="#FFFF00" face="Arial"><code>cam_to</code></font><font
|
|
face="Arial"><code> pickle rel;</code></font><font
|
|
color="#68165A" face="Arial"><code>$CAMRIGHT</code></font><font
|
|
face="Arial"><code>;</code></font><font color="#FFFF00"
|
|
face="Arial"><code>cam_lagfactor</code></font><font
|
|
face="Arial"><code> 120" <br>
|
|
</code></font><font color="#FFFF00" face="Arial"><code>finishconsole</code></font><font
|
|
face="Arial"><code> "</code></font><font
|
|
color="#FFFF00" face="Arial"><code>cam_moverestore</code></font><font
|
|
face="Arial"><code> 1;</code></font><font color="#FFFF00"
|
|
face="Arial"><code>setcharactertalk</code></font><font
|
|
face="Arial"><code> 18:1101 character_boots stop;</code></font><font
|
|
color="#FFFF00" face="Arial"><code>cam_restore</code></font><font
|
|
face="Arial"><code>" </code></font></td>
|
|
</tr>
|
|
</table>
|
|
|
|
<p><font face="Arial">Where </font><font color="#68165A"
|
|
face="Arial"><code>$CAMRIGHT</code></font><font face="Arial">
|
|
means: </font></p>
|
|
|
|
<table border="0" cellpadding="12" width="100%" bgcolor="#202020">
|
|
<tr>
|
|
<td><font color="#FFFF00" face="Arial"><code>cam_yaw</code></font><font
|
|
face="Arial"><code> -55;</code></font><font
|
|
color="#FFFF00" face="Arial"><code>cam_pitch</code></font><font
|
|
face="Arial"><code> -50;</code></font><font
|
|
color="#FFFF00" face="Arial"><code>cam_fardist</code></font><font
|
|
face="Arial"><code> 45;</code></font><font
|
|
color="#FFFF00" face="Arial"><code>cam_neardist</code></font><font
|
|
face="Arial"><code> 10;</code></font><font
|
|
color="#FFFF00" face="Arial"><code>cam_fwddist</code></font><font
|
|
face="Arial"><code> 45;</code></font><font
|
|
color="#FFFF00" face="Arial"><code>cam_occlude</code></font><font
|
|
face="Arial"><code> 1; </code></font><font
|
|
color="#FFFF00" face="Arial"><code>cam_delay</code></font><font
|
|
face="Arial"><code> -1;</code></font><font
|
|
color="#FFFF00" face="Arial"><code>fov</code></font><font
|
|
face="Arial"><code> 80 </code></font></td>
|
|
</tr>
|
|
</table>
|
|
|
|
<p><font face="Arial">All of this crap can now be done with
|
|
something similar to this: </font></p>
|
|
|
|
<table border="0" cellpadding="12" width="100%" bgcolor="#202020">
|
|
<tr>
|
|
<td><font color="#FFFF00" face="Arial"><code>cam</code></font><font
|
|
face="Arial"><code> right to(pickle rel)<br>
|
|
</code></font><font color="#FFFF00" face="Arial"><code>talk
|
|
npc</code></font><font face="Arial"><code> talk_a </code></font></td>
|
|
</tr>
|
|
</table>
|
|
<font face="Arial"><!----------------------------------------------------------></font><a name="camdetails"><font face="Arial"></font></a>
|
|
|
|
<h2><font face="Arial">CAM Details </font></h2>
|
|
|
|
<hr class="h2">
|
|
|
|
<p><font face="Arial">Camera values are defined in the file <code>caminfo.txt</code>
|
|
in the <code>anoxdata/gameflow</code> directory. The file
|
|
consists of a series of camera definitions, one per line, each
|
|
one containing one or more key/value pairs that define how the
|
|
camera should work. Here's the format, with an example: </font></p>
|
|
|
|
<table border="0" cellpadding="12" width="100%" bgcolor="#202020">
|
|
<tr>
|
|
<td><font color="#00FFFF" face="Arial"><code><</code></font><font
|
|
face="Arial"><code>camera name</code></font><font
|
|
color="#00FFFF" face="Arial"><code>></code></font><font
|
|
face="Arial"><code> key</code></font><font
|
|
color="#00FFFF" face="Arial"><code>(</code></font><font
|
|
face="Arial"><code>value</code></font><font
|
|
color="#00FFFF" face="Arial"><code>)</code></font><font
|
|
face="Arial"><code> key</code></font><font
|
|
color="#00FFFF" face="Arial"><code>(</code></font><font
|
|
face="Arial"><code>value</code></font><font
|
|
color="#00FFFF" face="Arial"><code>)</code></font><font
|
|
face="Arial"><code> ...<br>
|
|
EX: </code></font><font color="#FFFF00" face="Arial"><code>left
|
|
yaw(55) pitch(-20) far(100) near(10) fwd(45) occlude(1)
|
|
speed(100) lag(100)</code></font><font face="Arial"><code>
|
|
</code></font></td>
|
|
</tr>
|
|
</table>
|
|
|
|
<p><font face="Arial">Before we come to the huge list of keys and
|
|
descriptions, understand that you can override any and all of the
|
|
values if you want, when you build the window. For example, if
|
|
you wanted to use the "left" cam from above, but wanted
|
|
to change the </font><font color="#FFFF00" face="Arial">pitch</font><font
|
|
face="Arial"> and </font><font color="#FFFF00" face="Arial">from </font><font
|
|
face="Arial">values, you would use: </font></p>
|
|
|
|
<table border="0" cellpadding="12" width="100%" bgcolor="#202020">
|
|
<tr>
|
|
<td><font color="#FFFF00" face="Arial"><code>cam</code></font><font
|
|
face="Arial"><code> left </code></font><font
|
|
color="#FFFF00" face="Arial"><code>pitch</code></font><font
|
|
color="#00FFFF" face="Arial"><code>(</code></font><font
|
|
face="Arial"><code>-40</code></font><font color="#00FFFF"
|
|
face="Arial"><code>)</code></font><font face="Arial"><code>
|
|
</code></font><font color="#FFFF00" face="Arial"><code>from</code></font><font
|
|
color="#00FFFF" face="Arial"><code>(</code></font><font
|
|
face="Arial"><code>13:2321</code></font><font
|
|
color="#00FFFF" face="Arial"><code>)</code></font><font
|
|
face="Arial"><code><br>
|
|
</code></font></td>
|
|
</tr>
|
|
</table>
|
|
|
|
<p><font face="Arial">And here are all the possible keys and what
|
|
they mean: </font></p>
|
|
|
|
<table border="0" cellpadding="6" cellspacing="8" width="100%">
|
|
<tr>
|
|
<td align="center" bgcolor="#202020"><font
|
|
color="#68165A" face="Arial"><code>KEY NAME</code></font></td>
|
|
<td align="center" bgcolor="#202020"><font
|
|
color="#68165A" face="Arial"><code>DESCRIPTION</code></font></td>
|
|
</tr>
|
|
<tr>
|
|
<td bgcolor="#202020"><font face="Arial"><code>restore</code></font></td>
|
|
<td bgcolor="#202020"><font face="Arial"><code>NOTE: IF
|
|
you use this in a window, it must be the first key to
|
|
come after the cam name.<br>
|
|
<br>
|
|
If present, tells the camera not to go back to normal
|
|
after the window is dismissed, unless the player moves.
|
|
Use to let the player know that there is more dialog that
|
|
they should read before going on. </code></font><font
|
|
color="#FF0000" size="5" face="Arial">NOTE: This "restore"
|
|
behavior may be backwards. Check back with Josh and
|
|
Squrirel. Also note that "restore" does NOT
|
|
require a (value) following it.</font></td>
|
|
</tr>
|
|
<tr>
|
|
<td width="220" bgcolor="#202020"><font face="Arial"><code>zip
|
|
(cam_zip)</code></font></td>
|
|
<td width="0" bgcolor="#202020"><font face="Arial"><code>If
|
|
present, the camera will cut instantly to where it's
|
|
supposed to be, rather than smoothly going there. </code></font></td>
|
|
</tr>
|
|
<tr>
|
|
<td bgcolor="#202020"><font face="Arial"><code>from (cam_from)</code></font></td>
|
|
<td bgcolor="#202020"><font face="Arial"><code>Tells the
|
|
camera where to look from. You can specify a targetname
|
|
or sequence for an entity in the map, or you can specify
|
|
absolute world coordinates (which can be easily produced
|
|
with the cam_dumpstring command)<br>
|
|
<br>
|
|
If you specify an entity that is NOT solid, the camera
|
|
looks from that entity's origin and the near, far, pitch
|
|
and yaw values are ignored.</code></font></td>
|
|
</tr>
|
|
<tr>
|
|
<td bgcolor="#202020"><font face="Arial"><code>to (cam_to)</code></font></td>
|
|
<td bgcolor="#202020"><font face="Arial"><code>Tells the
|
|
camera what to look at. You can specify a targetname or
|
|
sequence for an entity in the map, or you can specify
|
|
absolute world coordinates<br>
|
|
<br>
|
|
If you specify an entity that is NOT solid, the camera
|
|
looks from that entity's origin and the near, far, pitch
|
|
and yaw values are ignored.<br>
|
|
<br>
|
|
Also, if you put the word "rel" after the
|
|
target (with a space in between them), the camera will
|
|
look at the point directly in between the target and the
|
|
owner or from entity. </code></font></td>
|
|
</tr>
|
|
<tr>
|
|
<td bgcolor="#202020"><font face="Arial"><code>owner (cam_owner)</code></font></td>
|
|
<td bgcolor="#202020"><font face="Arial"><code>Tells the
|
|
camera that all the calculations it makes to determine
|
|
where in the world to be should be based off a different
|
|
entity. You can specify a targetname or sequence of an
|
|
entity in the world. </code></font></td>
|
|
</tr>
|
|
<tr>
|
|
<td bgcolor="#202020"><font face="Arial"><code>yaw (cam_yaw)</code></font></td>
|
|
<td bgcolor="#202020"><font face="Arial"><code>The camera
|
|
will rotate this many degrees to the left or right in
|
|
relation to the source (owner or from entity). </code></font></td>
|
|
</tr>
|
|
<tr>
|
|
<td bgcolor="#202020"><font face="Arial"><code>pitch (cam_pitch)</code></font></td>
|
|
<td bgcolor="#202020"><font face="Arial"><code>The camera
|
|
will rotate this many degrees up or down in relation to
|
|
the source (owner or from entity). <br>
|
|
<br>
|
|
NOTE that negative values will cause the camera to move
|
|
up. </code></font></td>
|
|
</tr>
|
|
<tr>
|
|
<td bgcolor="#202020"><font face="Arial"><code>far (cam_fardist)</code></font></td>
|
|
<td bgcolor="#202020"><font face="Arial"><code>The camera
|
|
stays this far away from the source, assuming the source
|
|
is solid. </code></font></td>
|
|
</tr>
|
|
<tr>
|
|
<td bgcolor="#202020"><font face="Arial"><code>near (cam_neardist)</code></font></td>
|
|
<td bgcolor="#202020"><font face="Arial"><code>The camera
|
|
will try to stay at least this far away from the source,
|
|
assuming the source is solid. </code></font></td>
|
|
</tr>
|
|
<tr>
|
|
<td bgcolor="#202020"><font face="Arial"><code>fwd (cam_fwddist)</code></font></td>
|
|
<td bgcolor="#202020"><font face="Arial"><code>The focus
|
|
point of the camera is this far in front of the target (owner
|
|
or to entity), assuming the target is solid.</code></font></td>
|
|
</tr>
|
|
<tr>
|
|
<td bgcolor="#202020"><font face="Arial"><code>speed (cam_movespeed)</code></font></td>
|
|
<td bgcolor="#202020"><font face="Arial"><code>The
|
|
maximum speed the camera will move. </code></font></td>
|
|
</tr>
|
|
<tr>
|
|
<td bgcolor="#202020"><font face="Arial"><code>lift (cam_lift)
|
|
</code></font></td>
|
|
<td bgcolor="#202020"><font face="Arial"><code>The focus
|
|
point of the camera is this far up from the target's
|
|
origin, assuming the target is solid. </code></font></td>
|
|
</tr>
|
|
<tr>
|
|
<td bgcolor="#202020"><font face="Arial"><code>lag (cam_lagfactor)</code></font></td>
|
|
<td bgcolor="#202020"><font face="Arial"><code>Limits how
|
|
fast the camera can move, and makes the in/out of the
|
|
path more smooth. Generally, speed should be larger than
|
|
lag, but some nice effects can be had by making lag
|
|
larger than speed.</code></font></td>
|
|
</tr>
|
|
<tr>
|
|
<td bgcolor="#202020"><font face="Arial"><code>occlude (cam_occlude)</code></font></td>
|
|
<td bgcolor="#202020"><font face="Arial"><code>If set to
|
|
1, the camera will freely allow anything to get between
|
|
it and the focus.</code></font></td>
|
|
</tr>
|
|
<tr>
|
|
<td bgcolor="#202020"><font face="Arial"><code>fov </code></font></td>
|
|
<td bgcolor="#202020"><font face="Arial"><code>Field of
|
|
view. </code></font></td>
|
|
</tr>
|
|
</table>
|
|
<P>
|
|
Additionally if you want to force camera between the talk position and the player position, you can use the extern:
|
|
|
|
<table border="0" cellpadding="12" width="100%" bgcolor="#202020">
|
|
<tr>
|
|
<td><font color="#FFFFFF" face="Arial"><code>cam_anoxmariomode <"1" || "0"></code><BR>
|
|
Takes arguments "1", "0", or nothing. nothing == toggle. It puts the camera into "mario mode" (like when talking).
|
|
|
|
</font>
|
|
</td>
|
|
</tr>
|
|
</table>
|
|
|
|
<P>
|
|
<font face="Arial"><!----------------------------------------------------------></font><a name="talkdetails"><font
|
|
face="Arial"></font></a>
|
|
|
|
<h2><font face="Arial">TALK Details </font></h2>
|
|
|
|
<hr class="h2">
|
|
|
|
<p><font face="Arial">There are two talk commands. One is for the
|
|
most common case, where the player and an NPC are talking to
|
|
eachother, and the other is for special cases where more control
|
|
is needed, i.e. two NPC talking to eachother, or an NPC talking
|
|
to a specific player character in the party.<br>
|
|
<br>
|
|
Here's the format for those two again: </font></p>
|
|
|
|
<table border="0" cellpadding="12" width="100%" bgcolor="#202020"
|
|
leftmargin="10%">
|
|
<tr>
|
|
<td><font color="#FFFF00" face="Arial"><code>talk</code></font><font
|
|
face="Arial"><code> </code></font><font color="#00FFFF"
|
|
face="Arial"><code><</code></font><font face="Arial"><code>"</code></font><font
|
|
color="#FFFF00" face="Arial"><code>player</code></font><font
|
|
face="Arial"><code>" </code></font><font
|
|
color="#00FFFF" face="Arial"><code>||</code></font><font
|
|
face="Arial"><code> "</code></font><font
|
|
color="#FFFF00" face="Arial"><code>npc</code></font><font
|
|
face="Arial"><code>"</code></font><font
|
|
color="#00FFFF" face="Arial"><code>></code></font><font
|
|
face="Arial"><code> </code></font><font color="#00FFFF"
|
|
face="Arial"><code><</code></font><font face="Arial"><code>animation
|
|
name</code></font><font color="#00FFFF" face="Arial"><code>></code></font><font
|
|
face="Arial"><code> </code></font><font color="#00FFFF"
|
|
face="Arial"><code>[</code></font><font color="#FFFF00"
|
|
face="Arial"><code>nostay</code></font><font
|
|
color="#00FFFF" face="Arial"><code>]</code></font><font
|
|
face="Arial"><code> <br>
|
|
</code></font><font color="#FFFF00" face="Arial"><code>talk_ex</code></font><font
|
|
face="Arial"><code> </code></font><font color="#00FFFF"
|
|
face="Arial"><code><</code></font><font face="Arial"><code>entity
|
|
A</code></font><font color="#00FFFF" face="Arial"><code>></code></font><font
|
|
face="Arial"><code> </code></font><font color="#00FFFF"
|
|
face="Arial"><code><</code></font><font face="Arial"><code>entity
|
|
B</code></font><font color="#00FFFF" face="Arial"><code>></code></font><font
|
|
face="Arial"><code> </code></font><font color="#00FFFF"
|
|
face="Arial"><code><</code></font><font face="Arial"><code>anim
|
|
A</code></font><font color="#00FFFF" face="Arial"><code>></code></font><font
|
|
face="Arial"><code> </code></font><font color="#00FFFF"
|
|
face="Arial"><code><</code></font><font face="Arial"><code>anim
|
|
B</code></font><font color="#00FFFF" face="Arial"><code>></code></font><font
|
|
face="Arial"><code> </code></font><font color="#00FFFF"
|
|
face="Arial"><code>[<</code></font><font
|
|
color="#FFFF00" face="Arial"><code>nostay</code></font><font
|
|
face="Arial"><code> A</code></font><font color="#00FFFF"
|
|
face="Arial"><code>></code></font><font face="Arial"><code>
|
|
</code></font><font color="#00FFFF" face="Arial"><code><</code></font><font
|
|
color="#FFFF00" face="Arial"><code>nostay</code></font><font
|
|
face="Arial"><code> B</code></font><font color="#00FFFF"
|
|
face="Arial"><code>>]</code></font><font face="Arial"><code>
|
|
</code></font></td>
|
|
</tr>
|
|
</table>
|
|
|
|
<p><font face="Arial">With the </font><font color="#FFFF00"
|
|
face="Arial"><code>talk</code></font><font face="Arial"> command,
|
|
you specify either "</font><font color="#FFFF00"
|
|
face="Arial"><code>player</code></font><font face="Arial">"
|
|
or "</font><font color="#FFFF00" face="Arial"><code>npc</code></font><font
|
|
face="Arial">" and an animation to play for that entity.
|
|
Also, whichever you specify in this command will be the default </font><font
|
|
color="#FFFF00" face="Arial"><code>cam_to</code></font><font
|
|
face="Arial"> entity. If you use the </font><font color="#FFFF00"
|
|
face="Arial"><code>nostay</code></font><font face="Arial">
|
|
command, the entity that you specified will not stop to talk, but
|
|
will keep moving or whatever it is doing.<br>
|
|
<br>
|
|
The </font><font color="#FFFF00" face="Arial"><code>talk_ex</code></font><font
|
|
face="Arial"> command is the same, except you can specify both
|
|
entities and parameters for both. </font></p>
|
|
</body>
|
|
</html>
|