Cut-scene checker

Started by edmundito, Tue 21/06/2005 01:05:19

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edmundito

Hey guys,

I was wondering if we could work together to get a cutscene mechanism to so that you don't have to put StartCutscene(eSkip...); and EndCutscene(); in every single bit of cutscene. Hopefully if we get something working, we can put it in the Technical Archive!

This is what I've got so far:
Code: ags
bool cutscene = false;
function repeatedly_execute_always() {
  if(!cutscene && !IsInterfaceEnabled()) {
    cutscene = true;
    StartCutscene(eSkip...);
  }
  else if(cutscene && IsInterfaceEnabled()) {
    EndCutscene();
    cutscene = false;
  }
}


It actually works pretty well, but up to the point when you start a dialog, because then what it does is skip the whole dialog. The options do show up, but when you click on them nothing is displayed, like the game is frozen waiting for you to stop the dialog. Once you stop dialog, then the game goes back to normal.

So, I'm thinking two things: Either a way to never start cut-scene when a dialog begins, or what I really wanted was to skip dialog conversations when you press Esc, which would be super nice.

Help!
The Tween Module now supports AGS 3.6.0!

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