Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: Cyril_Grey on Thu 08/07/2010 16:46:28

Title: Cut scenes n' dialogs.
Post by: Cyril_Grey on Thu 08/07/2010 16:46:28
I noticed that on the startup page it says that a new feature in AGS is that you can 'use normal scripting commands in dialog scripts'

This would be awesome for cutscenes! ...if I knew now to do it!

Is there a command? and what about the timing of such things ie, new command lines? Does it work like this?


// Dialog script file
@S  // Dialog startup entry point
Gustav: He waits, growing paler and paler.
return
@1

}
player.Walk(334, 55, eBlock);
{

Gustav: Oh, thankyou sir! Thankyou! truely I... I... oh- F-farewell!
stop
@2
Gustav: I will! I'm sorry! i'll get too it! I did not mean offence by it!
Gustav: He works feverishly, determined to keep you from speaking to him furthur.
stop

Or... what? Sorry for the noobishness! I'm just confused.
Title: Re: Cut scenes n' dialogs.
Post by: Crimson Wizard on Thu 08/07/2010 17:12:14
You must insert single 'space' character before each script command that does not belong to the list of dialog-specific commands.
In other words:


@S  // Dialog startup entry point
Gustav: He waits, growing paler and paler.
return
@1
player.Walk(334, 55, eBlock); // <--- notice space at the start of line
Gustav: Oh, thankyou sir! Thankyou! truely I... I... oh- F-farewell!
stop


Excution timing will be corresponding to command position in script, i.e. in this example player will walk to 334,55 and Gustav will say something only after.
Title: Re: Cut scenes n' dialogs.
Post by: Khris on Thu 08/07/2010 18:53:17
Also, you're still using the brackets wrong.
Aside from the fact that you don't need them in this example, you're supposed to open a block with { and close it with }, not the other way around.


Btw, your question is answered in the manual: Tutorial -> Setting up the game -> Conversations