SOLVED Spawn dialogs during any animation

dantedevil

Well-known member
It's possible modify this script (courtesy of Piccolo) to spawn an specific entity and an specific alias?

The idea is use this to spawn the dialogs during any animation.

The dialogs work in levels like this:

Spawn story
Alias stage2_1
At  0

So if add the alias to this script,  you can add dialogs in an entity without depend of onspawnscript or onkillscript.

Would be great.


Code:
name entity_A
type enemy
...
...


anim spawn
	@script
		if(frame == 0){
			void ent = spawn01("entity_B", ...);
			performattack(ent, openborconstant("ANI_follow1"), 1);

		}
	@end_script
	offset x y
	frame data/chars/...

I think remove the part to add the animation be better, because the dialogs dont need that.
 
Solution
Code:
if(frame == 0){
			void ent = spawn01("entity_B", ...);
			changeentityproperty(ent, "name", "your alias");

		}

Might just work like this. If not you should use a spawn function that takes an alias as one of its parameters.
Code:
if(frame == 0){
			void ent = spawn01("entity_B", ...);
			changeentityproperty(ent, "name", "your alias");

		}

Might just work like this. If not you should use a spawn function that takes an alias as one of its parameters.
 
Solution
Works perfect my friend!

You are my hero!

Now I add this script in the STORY SYSTEM thread.

This would be very useful for all.

Maybe I don't have a big knowledge of all this,  but I have good ideas and with the support of the greats friends like you, Bloodbane,  Maxman, etc, thats ideas come true to all the comunity.

Thanks again my friend!
 
Back
Top Bottom