Hi!
I don't think this is supposed to be this way:
@S // dialog startup entry point
player: Hi there!
lou: What do you want?
If the player skips the last line via mouseclick, Lou gets locked into the talking frame that was showing at that moment (mouth open most of the time :-\ ) until the player selects an option from the dialog option list. Then it reverts to normal as it should be. All options work fine.
return
@1 // option 1
//...
Any suggestions?
One way to fix it would be:
with run-script 100
function dialog_request(int val) {
if (val == 100) Wait(3);
}
To let the game try to finnish the animation... I'm not sure if it works, but that could do it meanwhile CJ takes a look at this...
Are you using sierra-style or lucasarts-sytle speech?
LucasArts
ok thanks, I'll look into it.
Sorry to bump up this thread, but the workaround indeed works, TK.
Since CJ suggests to write the startup dialog seperately anyway (to avoid it starting up again when using goto-previous (http://www.agsforums.com/yabb/index.php?board=2;action=display;threadid=8543)), starting the dialog like this
DisplaySpeech(EGO, "Hi there!");
DisplaySpeech(LOU, "What do you want?");
Wait(1);
RunDialog(1);
solves the problem.
While on the matter of goto-previous, does anyone actually find it useful in its current form? Because it only saves the one previous topic, you can't use it to backtrack out of a conversation so its use seems limited.
Would it be better if it functioned like the "Back" button in a web browser, and actually allowed you to go back up the dialog tree?
I've always thought it saves all the nested topics - would be nice for it to work this way. :P