Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: Mr_Threepwood on Thu 10/08/2006 02:51:11

Title: Dialog in cutscenes
Post by: Mr_Threepwood on Thu 10/08/2006 02:51:11
I'm trying to think of a way to put a dialog topic in a cutscene for the start of a game.  The problem I'm having is that runDialog() only does so after the script stops.  This is a problem because I want the cutscene to still be going  after the dialog conversation, so the character moves around a bit.

Is there any way I can make the dialog topic start, and block the rest of the script from going until it finishes?
Title: Re: Dialog in cutscenes
Post by: Khris on Thu 10/08/2006 05:57:23
Use two Runscript interactions and put everything you want to happen after the dialog into the second one.
Title: Re: Dialog in cutscenes
Post by: Ishmael on Thu 10/08/2006 11:36:54
If there are no dialog options presented at any point, I'd do it with character.Say()s. Much more control over the action.