I thought that "talk" was a single animation whose first half played before the message popup and its second half after the message. But I remember having trouble getting the message to pop at the correct time.
Inspector Clouseau: "Do you have for me the massage?"
Hotel Clerk: "Sir, I don't give massages."
Inspector Clouseau: "But you gave me one early this morning."
Hotel Clerk: "Sir, you are mistaken!"
Inspector Clouseau:: "But I received a massage this morning from Inspector Quinlan of the Yard of Scotland."
Hotel Clerk: "He gave you a massage, sir?!"
Inspector Clouseau: "No, it was you that gave it to me."
Hotel Clerk: "... ... a message Sir?"
Inspector Clouseau: "Yes, you fool! Now give me my massage!"
Ben, can you give the enemy/npc's a long attack animation and lower the AI emphasis so that it doesn't continually repeat a quick loop?
Inspector Clouseau: "Do you have for me the massage?"
Hotel Clerk: "Sir, I don't give massages."
Inspector Clouseau: "But you gave me one early this morning."
Hotel Clerk: "Sir, you are mistaken!"
Inspector Clouseau:: "But I received a massage this morning from Inspector Quinlan of the Yard of Scotland."
Hotel Clerk: "He gave you a massage, sir?!"
Inspector Clouseau: "No, it was you that gave it to me."
Hotel Clerk: "... ... a message Sir?"
Inspector Clouseau: "Yes, you fool! Now give me my massage!"
Ben, can you give the enemy/npc's a long attack animation and lower the AI emphasis so that it doesn't continually repeat a quick loop?