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?
I am not sure why it happens, but you can use DisplaySpeech instead.
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..
thanks for help. :)
I think that I will use DisplaySpeech...or put Quitgame() in another script after loading a "blank" room.