Action Parts

From The Official Visionaire Studio: Adventure Game Engine Wiki
Revision as of 17:10, 16 March 2013 by AFRLme (talk)

Introduction ()

Most action parts are generally selected via the "select action parts" pop-up box & the available actions are subjected to change depending on the area you call the "select action parts" pop-up box from!

Open up a list of available actions by clicking on one of the buttons on the right hand side of the select action part pop-up box; the action parts you use the most will be listed on the left hand side for quick & easy access!

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Character ()

Display text

Displays the included text over the top of the linked characters head & plays an audio file - if included - & automatically plays the characters talk animation - if one was included in the current characters outfit. By default, unless displayed text was set as "background text" or the mouse cursor was hidden - prior to calling the display text action part; then the displayed text can be skipped by clicking the left mouse button! All actions listed after the displayed text will not be performed until the displayed text has finished being displayed unless the displayed text was set as "background text" - in which case actions can be performed while displayed text is being displayed!

If "Show as background text" is selected then the user can perform actions while the text is being displayed & all listed actions after the displayed text will continue to be performed. Background-text can not be skipped via the left mouse button! Background text can be used for displaying conversations by people in the background or you could use it for displaying text while being allowed to perform actions, walk around the scene or manually change which character actions to display


Send character to position

Send the selected character to a specified position; make sure the specified position is not outside of the way borders!

If "wait until character reached destination" is selected then: all action parts listed after this, will not be performed until the character has reached the specified destination!


Send character to object

Send the selected character to the linked object; make sure the character & object are on the same scene!

If "wait until character reached destination" is selected then: all action parts listed after this, will not be performed until the character has reached the linked object!


Wait until character stops

This prevents action parts listed after this one from being performed until the selected character has stopped walking. This action part should only really be used during cutscenes; when the player has no control over the character or it's position &/or destination!


Stop character

If the selected character is walking to a destination; then this action part will cancel the destination & stop the character at its current position!


Align character

This action part allows you to realign the selected character towards a new direction!


Set character to position

This action part allows you to teleport the selected to character to a specified position in the selected scene & control the direction the character should be facing!


Set character to object

This action part allows you to teleport the selected character to a linked object & control the direction the character should be facing; the character & object should be in the same scene!


Change character

This action part allows you to change the current playable character; if the new playable character is in the same scene as the previously used playable character then select the "Immediately show scene" option, otherwise select the "Fade to scene" option!


Change outfit

This action part allows you to change the linked characters outfit to another one; if "Do not unload old outfit animations" is selected then: the previous outfits animations will be stored in memory so they don't have to be reloaded if you change back to them later on!


Change comment set

This action part allows you to change the default comment sets of what is to be displayed when a character performs an invalid action; this could be changed to display comments which reflect the characters current mood!


Change walking sound

This action part allows you to change the footstep sounds of the selected character to the linked audio file!


Change font of a character

This action part allows you to change the default font (displayed text) for the selected character!


Change character speed

This action part allows you to control the selected characters walking speed; this could be used for controlling when a character walks, runs or the speed the character should move over a specific area of terrain!


Change character animation index

Changes the animation index of a character (default is 0 when the game is started). This index is used for talk-, random- and stand-animations. If more than 1 animation exists for a direction then this index decides which animation is shown.

Example: A character has 8 talk animations, 2 for each direction (0, 90, 180, 270 degrees). If the index is 0 then the first of the two animations (for a direction) is shown. If the index is 1 then the second animation is shown.

With this index it is possible to have different animations (e.g. talking friendly / neutral / angry) without changing the complete outfit.


Chase character

Allows you to make a character follow/chase another character around a scene; if the character doing the following/chasing enters the set radius then a linked "called by other action" can be performed - if an action is linked!

The two characters must be in the same scene! Stop chase

Stops character(s) from chasing the selected character.


Show/Hide character

Show or hide the selected character.


Set character visibility

Allows you to set the opacity of the selected character by using the Visibity [%] & control the amount of time (in ms) with the Delay [ms] as to how long it should take to change from current opacity to new opacity amount.

If a value is linked to Visibility (value) then it will be used instead of the value set in Visibility [%]!

This could be used for creating a semi-transparent character; like a ghost for instance or maybe to suggest the character is invisible because they are wearing a special item - like the ring in: "The Lord of the Rings" or "Simon the Sorcerer".