Disabling user input for a cutscene? *still not working*

Started by Trisk, Mon 25/04/2005 18:57:21

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Trisk

I'm confused again.Ã,  ::) I think this must again be easy but I don't get what I'm doing wrong. For my intro cutscene, I don't want the player to be able to click through the text. I've got alot of sound, music, and animation timed to the time it takes text to dissappear on its own.

the first thing I tried was passing a DisableInterface() and EnableInterface()Ã,  in the script. Didn't work. I could still click through every bit of text. Is this a bug? It seems from the help file like this command SHOULD be the one to use...but it doesn't do anything.

Then I found the SetSkipSpeech(2) option, which works great for the speech text, but I can still click through the naration text boxes.

I suppose I can live with just using SetSkipSpeech, because most stuff is timed to speech, but I'd sure like to just cleanly disable the interface... I've looked over the BFAQ and help files, as well as searching the forums, but I haven't had any luck...

Any ideas would be really appreciated!
Trisk

Ubel

I don't think it's possible to make message box unskipable (so to say), but instead you could make a gui that looks like the message box and have a label in it. Then you could use SetLabelText function to change the text inside the gui.

Ashen

#2
Quote from: The Manual
game.skip_display
Setting for how Display() messages are skipped; valid values are same as for SetSkipSpeech (default 3). 

Is this any use? It's not exactly obvious, I grant you, but there, none the less. I've no idea why there's not a SetSkipDisplay () function.
I know what you're thinking ... Don't think that.

Trisk

Yeah, that is exactly what I'm looking for, Ashen!  :) Unfortunantly, it doesn't work.

I put in
game.skip_display = 2;

but it still lets the player skip...am I using it wrong? I just put it in the cutscene instruction code after the player clicks on "Yes" to watch the cutscene...

Trisk

Ashen

I've not had a lot of experience with cutscenes, but that should work, as you've got it.

How is the cutscene triggered? What code, exactly, have you got around the start of the cutscene?

EDIT: For spelling. I meant 'triggered'. 'Tiggering' a cutscene, whilst fun, is no use here.
I know what you're thinking ... Don't think that.

Trisk

I just have an object, with the mouse locked to the use icon. When the user clicks on the "Yes" hotspot, it simply sends the game into the first intro screen. Here's the code. It's so simple, I don't know what could possibly be wrong with it...

ObjectOff(2);       //These turn off the different clickable options.
Wait(5);
ObjectOff(1);
Wait(5);
ObjectOff(0);
Wait(5);
SetGUIClickable(ICONBAR, 1);
SetGUIClickable(INVENTORY, 1);       //These turn back on the GUI.
HideMouseCursor();        //Hides mouse cursor
DisableInterface();        //Does nothing usefull, but left in anyway.
SetSkipSpeech(2);        //Makes it so the speech lines aren't skipable.
game.skip_display = 2;       //Doesn't seem to work.
NewRoom(159);       //loads the first room of the intro movie.

Ashen

Odd, it works fine for me. (Although I only have 4 Display() commands there, for testing.)
The only thing I can think to suggest is moving the game.skip_display = 2; into room 159. Oh, also - are you using StartCutscene () / EndCutscene (), and if so, what skip option have you chosen there?
I know what you're thinking ... Don't think that.

Trisk

I did try moving that line into room 159 too...still the same thing happens. I don't have any StartCutscene() / EndCutscene() calls, because the player chooses if they want to watch the cutscene or not before it starts.

Here's a thought...could this line of code only work for Display messages in SCRIPTS? The textboxes I've got are non-scripted boxes...

Trisk

edit: Nope. Tried it and it STILL lets me skip even a fully scripted display message. :(

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