I'm using this code:
function Girl_Talk()
{
player.Walk(160, 100);
dDialog1.Start();
}
If the the dDialog1.Start command is enabled, the dialog starts before player has walked to the Girl character.
But if I comment out the dDialog.Start command, player walks to the Girl.
It seems that the dDialog1.Start command somehow overrides the player.Walk command?
Thanks for your help!
By default Character.Walk is non-blocking. Pass the BlockingStyle parameter as eBlock to get what you're wanting. I forget the order of the parameters, so just look it up in the manual.
The walk command must be a blocking one:
player.Walk(160, 100, eBlock);
Edit: Yeah, what monkey said.
Oh right, now it works! Thanks a lot! ;D