dialogs in cutscenes

Started by nope!, Sun 01/02/2004 11:18:42

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nope!

I try to use a non-iteractive dialog in a cutscene.

topic 0:

@S
EGO: BLABLA
TOTO: BLA BLA BLA
EGO: BLA BLA
stop

................

the script which calls the dialog:

Startcutscene(1);
RunDialog(0);
Endcutscene();

Quitgame(1)...or anything else.

............................

My problem is that the dialog does'nt start: the command after "Endcutscene()" runs before...how to wait until the end of the dialog?

Barcik

#1
I am not sure why it happens, but you can use DisplaySpeech instead.
Currently Working On: Monkey Island 1.5

Ishmael

I have made a cutscene with dialog, but the EndCutscene was in a difrent room with the RunDialog...

Well, all commands in a script function are run in order, exept a few, like RunDialog or NewRoom, are run last... I can't think of a workaround right now, but if you could somehow run the EndCutscene and all commands after that in a diffrent function, which gets ran after the function with the RunDialog in it..
I used to make games but then I took an IRC in the knee.

<Calin> Ishmael looks awesome all the time
\( Ö)/ ¬(Ö ) | Ja minähän en keskellä kirkasta päivää lähden minnekään juoksentelemaan ilman housuja.

nope!

thanks for help.  :)

I think that I will use DisplaySpeech...or put Quitgame() in another script after loading a "blank" room.

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