Need help again... :) thanks for your support
It's first time I use dialogs, managed to complete it and is working but I noticed the script for the room keeps running.
I tried to put the code into the dialog, after the last option, but it cannot find oPorta2ap (object for the room) and returns with error.
It gives me this error: Undefined token 'oPorta2ap'
Here the code I have in the room:
cMarcus1.Say("Si, che c'è Indy?");
mouse.Visible = true;
dDialog1.Start();
cMarcus1.LockView(22);
cMarcus1.Animate(2, 10, eRepeat, eNoBlock);
Wait(80);
cEgo.FaceDirection(eDir_Up);
cEgo.Walk(213, 101, eNoBlock, eAnywhere);
player.LockView(19);
player.Animate(3, 3, eOnce, eBlock, eForwards);
player.UnlockView();
oPorta2ap.Visible = true;
aDooropen2.Play();
Wait(40);
I have this dialog running directly in the cutscene, but I want the action only after the dialog ends, any solutions? Thanks
Hi,
QuoteIt gives me this error: Undefined token 'oPorta2ap'
That's because you have to use the Object's ID not the NAME you have given it when using it in Global / Dialogs.
object[1].Visible = true; // Simply amend object number to what oPorta2ap is.
As for your other problem, either put the commands in the dialog script, before "stop" (indent by at least one space to use standard scripting in dialogs), or put them in a function and call that from the dialog.
We really need eEventDialogHasEnded. Working around that is annoying.
Thanks again, works fine now :)
Little ()
I'd like to put font I use for Speech (Monkey Island/FoA style)into the dDialogGUI, where I change that font?
(http://i43.tinypic.com/e0jtcz.jpg)
Change Game.NormalFont in game_start().