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?
Use two Runscript interactions and put everything you want to happen after the dialog into the second one.
If there are no dialog options presented at any point, I'd do it with character.Say()s. Much more control over the action.