Check if dialog is running

Started by Sayhello-hello, Mon 10/03/2014 16:24:09

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Sayhello-hello

Hi,

So the problem is that I have a character speechview, but it only appears when the character is speaking, but I'd like it to last for the whole duration of the conversation. Right now, my solution was to lock the view, but then it won't change back to the normal view when the conversation is over.

So I'd like to know if there is any way to track whether or not the conversation is on, in order to change the character view back to normal. OR if there is a much easier way of achieving the same result that I've missed.

Thanks

Ghost

One possible solution is to indeed change the view via LockView, and just call an UnlockView() from within the dialog.

You can put code into a dialog script. To make AGS recognise the code just indent the line with two spaces (at least). So every dialog option with a STOP at the end should have an player.UnlockView() first.

Code: ags

// option 1
Player: And now I'll go. CU!
  player.UnlockView();
stop

Sayhello-hello

Great, that was exactly what I was looking for. I was trying to write code in the dialog script but it didn't really work (now I know why) and then I imagined a lot booleans which would have been annoying in the long run.

Thanks.:)

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