Sure, let me do that.
First, here follows the code (this is just inside an interaction and only gets processed once):
[code]
if (Game.DoOnceOnly("copper_on_motor"))
{
cCrispin.FaceCharacter(cEgo, eBlock);
cCrispin.Say("Hey!");
cEgo.FaceCharacter(cCrispin, eBlock);
cCrispin.Say("She gave that to me as a token of her affection!");
cEgo.Say("I'll give you all the copper wiring you want once we're done here.");
cCrispin.Say("(Like I want a token of *your* affection.)");
}
//till this point everything appears perfectly
gWiring.Visible=true;
gWiring.Transparency=75;//TEMP
if (Game.DoOnceOnly("copper_on_igmotor2"))
{
cEgo.Say("I need to find a way to connect the colored nodes to each other without crossing any wires.");
cCrispin.Say("Why don't we just use the plasma torch?");
cEgo.Say("That's not going to work this time.");
cCrispin.Say("The crowbar?");
cEgo.Say("Nope.");
}
[/code]



Mind you I've taken screenshots at different playthroughs, the second one illustrates that the function works greatly, till that point.
"Nope" appears above "The crowbar?", as if the player has moved there. But the y axis property also glitches if the dialog would carry on.
I made a 3rd screenshot to help stuff a bit.