Hello Again!
I have found what I believe is a bug.
In the "dialog script" I can't make it run-script AFTER something have been said,
for example:
@2 // option 2
run-script 1 <-------- THIS ONE WORKS PERFECTLY!!!
CAP: &42 Don't disturb me at work!
run-script 1 <-------- BUT THIS ONE DOESN'T WORK AT ALL!!!
goto-dialog 0
Have anyone else tried this?
Thanks!
I have also noticed that the same thing happens when an Animation should be run after DisplaySpeech.
Hello Again!
I have found what I believe is a bug.
In the "dialog script" I can't make it run-script AFTER something have been said,
for example:
@2 // option 2
run-script 1 <-------- THIS ONE WORKS PERFECTLY!!!
CAP: &42 Don't disturb me at work!
run-script 1 <-------- BUT THIS ONE DOESN'T WORK AT ALL!!!
goto-dialog 0
Have anyone else tried this?
Thanks!
Hey, no need to start 2 topics in two different forums.
I'm not really familiar with dialogs, but did you tried adding a return after the first run-script? (if that's what you want to do).
well an animation (run-script 1) should be run before and after CAP says something. The problem is it will only play before and nothing happens after he speaks.
I have also noticed the same problem with DisplaySpeech then run an animation, the animation won't run.
i think you forgot -> ""
try
CAP: "Don't disturb me at work!"
You don't need quotation marks in dialog scripts. Only in Display...() and similar commands..
You seem to already have a thread about this.
I'm be pretty surprised if this is a bug in the dialogs though, and not in your understanding of how they work.
To test this, put all your code in one run-script, with a
DisplaySpeech(CAP, "&42 Don't disturb me at work");
in the middle, and see if it works then.
So your dialog script should look like this
@2 // option 2
run-script 1
goto-dialog 0
I'll look into it. An easy workaround would be to just set it to:
run-script 2
and then have script 2 do something like:
dialog_request(1);
DisplaySpeech(CAP, "&42 Don't disturb me at work!");
dialog_request(1);
{topic merged} yes please dont string topics all throughout the forum. ive never been on a board where doing that helps you, instead of getting you made fun of. just a word of advice.
Hey thanks for the advices!
Sorry 'bout the double thread it wasn't my/our intension, I didn't see that my brother already posted in the beginners forum. Won't happen again. :)
Well I guess it works if you put the speech between the animations in Dialog_request run-script, but then I have to do it on every thing [CAP] says. That will make plenty of dialog requests.
Does run-script work for anyone else if you put it after a speechline?
I have never got it to work after a speechline (in the dialog script) I've even tried:
AnimateCharacter(CAP,0,5,0);
while (character[CAP].animating) Wait(10);
But it just skips the Anim. :-\
Try using AnimateCharacterEx() instead, it has a blocking parameter so you don't need the while-wait treatments.
I tried AnimateCharacterEx but it didn't work either.
Thanks for the tip though.
Does this function(e.g. NPC: Hello!
run-script 1)
work on your AGS?
I have just tested it and it works flawlessly. He animates, then says his line, then animates again. I'm using the latest beta.
Are you sure you're using the dialog_request & AnimateCharacterEx functions correctly? Why not post your actual code here?
Edit: My rundialog runs from global script.
Where is the dialog being run from?
Does putting the RunDialog in the global script have different behaviour from a room script, and from the "Run a dialog" interaction command?
Oh! Thanks A lot Gilbot, AnimateCharacterEx now works when I put:
AnimateCharacterEx(CAP,0,5,0,0,0);
while (character[CAP].animating) Wait(10);
Thanks Everyone for your help!!! :D
I don't get it.
What's the difference to your previous
AnimateCharacter(CAP,0,5,0);
while (character[CAP].animating) Wait(10);
if you don't set AnimateCharacterEx's last parameter to 1?