Dialog+Room script [Solved]

Started by Gabarts, Sat 04/01/2014 14:33:04

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Gabarts

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:

Code: ags

  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


Slasher

#1
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.
Code: ags

object[1].Visible = true; // Simply amend object number to what oPorta2ap is.




Khris

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.

Gabarts

Thanks again, works fine now :)

Gabarts

Little ()
I'd like to put font I use for Speech (Monkey Island/FoA style)into the dDialogGUI, where I change that font?


Khris

Change Game.NormalFont in game_start().

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