Hola IM back ;D ;D ;D once again but with a VeNGence
is there a way to find out when the stop has been run in a dialogue? I have a code i wrote that i want to run each time stop is run inside a dialog but i dont want to retype that code evertime in each dialogue when you want it to stop.
I woudl place this inside my repeatedlty_execute of course, (like, check if "stop" has run in a dialogue, if "yes", do this code)
ps: http://www.poopreport.com/BMnewswire/972.html
Set a bool to true everytime you run stop, then check for that bool in rep_ex and set it back to false if its true.
so like this:
In dialogue:
flag = true
stop
then in rep_ex:
if (flag) {
flag = false;
//Do your other stuff here.
}
Is tehre a way I can do it without adding a bool everytime I run stop? Id rather not have to add anything at all in the dialog scripts...just somehow have it so repeatly execute "sees" when stop has been run (is there a hardcoded script inisde AGs that says when"Stop" is proccesed?
Ifno t I can do your way with a bool no problemo :=
You could replace the stop with a run-script command, and use StopDialog() (http://www.adventuregamestudio.co.uk/manual/StopDialog.htm) in the dialog_request function.
Or just use this:
void Stop() {
flag = true;
StopDialog();
}
Then use " Stop();" instead of "stop".
Why I used a run-script instead of a custom function was due to this line in the manual:
"This command can only be used from within the dialog_request function"
but if this is incorrect, a custom function is a much better solution.
Oh, right, didn't know that. It might still work as long as a dialog is running. Otherwise, never mind my post.
For christ's sake Khris. Read the fucking manual.... n00b..
Quote from: Calin Leafshade on Fri 09/07/2010 00:55:22
For christ's sake Khris. Read the fucking manual.... n00b..
I see Death coming at you Calin. Khris f$%@ him up. ;)
*Bets on Khris*
Hehe, walked into my own trap there, eh?
Well, I tested it, and indeed it doesn't work. I'll be in the corner of shame, if anyone needs me ;)