I'd like to continue a dialog between characters while switching rooms. I've been trying to do this using the new-room X command, but this unfortunatley aborts the whole conversation. To show you what I mean here are two screenshots from the game I've been making.
(http://img4.uploadhouse.com/fileuploads/2705/27058649c76d81c42fb1fb6e55e283c9de700f1.jpg)
This is the player characters dialog options, works fine.
(http://img4.uploadhouse.com/fileuploads/2705/2705874057c3e8121702d57412b26ae213b469c.jpg)
The problem occurs here where the new-room X command cuts off the converstaion before this character 'Granny' can reply to one of the dialog options in this case option 2 'Tell me about the caged child'.
Does anybody know another solution , I've experimented with global variables and annoying popup text boxes, I'm sure theres a module out there that will correct this problem, if anybody knows it.
Thankyou, in advance. Revonx.
Rather than changing room, have you considered using a second background frame for Granny? That way you could use SetBackgroundFrame via a run-script in the middle of the dialog to change which one was displayed.
Quote from: Pumaman on Sat 27/09/2008 15:49:15
Rather than changing room, have you considered using a second background frame for Granny? That way you could use SetBackgroundFrame via a run-script in the middle of the dialog to change which one was displayed.
Hmm, that sounds like a very good idea, didn't even think of that, a problem may arise when I've fixed the animation (lip and body movement) to the background, but I'll face that when I come to it, Thankyou.
Hmm got a problem
function dialog_request (5) }
SetBackgroundFrame (1);
}
says theres a problem with '5' in the global script, do you know why
function dialog_request (int p) {
if (p == 5) {
SetBackgroundFrame (1);
}
}