Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: Lord_Z on Wed 16/04/2008 08:27:00

Title: Conversations in cutscenes
Post by: Lord_Z on Wed 16/04/2008 08:27:00
Hello, i'm new to AGS so this will be my first game but I am having some problems with scripting. I want to make a conversation in a cutscene before something else happens. I have put the dialog.start at the begining of the script and then put stuff I want to happen after it, but everything else happens before the dialog shows up. Is there a way to tell AGS to wait for something before it continues with the script?

I have tried using the Wait() after the dialog.start command but it still does the wait first then everything else and then finally the dialog starts  ???. There has to be an easy solution to this but I can't for the life of me figure it out and im just getting frustrated. Any help would be appreciated.
Title: Re: Conversations in cutscenes
Post by: Khris on Wed 16/04/2008 10:58:02
Dialogs are always run after the function completed its other commands, regardless of when they're .Start()ed.
Unless I'm missing something, this is actually a pretty bad situation.
Before v3, one would simply add two RunScript actions to an event, then put everything supposed to take place after the dialog in the second function.

This is impossible with v3, so the neat workaround seems to be gone.
I've tried a few things, but unless one uses e.g. a timer, there doesn't seem to be a(n elegant) way of solving this...
Title: Re: Conversations in cutscenes
Post by: Lord_Z on Wed 16/04/2008 11:56:11
Ok, thanks. I'll try a timer, as long as it works better than it is right now, i'll be happy.