Cut scenes n' dialogs.

Started by Cyril_Grey, Thu 08/07/2010 16:46:28

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Cyril_Grey

I noticed that on the startup page it says that a new feature in AGS is that you can 'use normal scripting commands in dialog scripts'

This would be awesome for cutscenes! ...if I knew now to do it!

Is there a command? and what about the timing of such things ie, new command lines? Does it work like this?


// Dialog script file
@S  // Dialog startup entry point
Gustav: He waits, growing paler and paler.
return
@1

}
player.Walk(334, 55, eBlock);
{

Gustav: Oh, thankyou sir! Thankyou! truely I... I... oh- F-farewell!
stop
@2
Gustav: I will! I'm sorry! i'll get too it! I did not mean offence by it!
Gustav: He works feverishly, determined to keep you from speaking to him furthur.
stop

Or... what? Sorry for the noobishness! I'm just confused.

Crimson Wizard

You must insert single 'space' character before each script command that does not belong to the list of dialog-specific commands.
In other words:

Code: ags

@S  // Dialog startup entry point
Gustav: He waits, growing paler and paler.
return
@1
 player.Walk(334, 55, eBlock); // <--- notice space at the start of line
Gustav: Oh, thankyou sir! Thankyou! truely I... I... oh- F-farewell!
stop


Excution timing will be corresponding to command position in script, i.e. in this example player will walk to 334,55 and Gustav will say something only after.

Khris

#2
Also, you're still using the brackets wrong.
Aside from the fact that you don't need them in this example, you're supposed to open a block with { and close it with }, not the other way around.


Btw, your question is answered in the manual: Tutorial -> Setting up the game -> Conversations

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