the character says his words instead of walking, and then cutscene ends. function goes like this:
function room_FirstLoad()
{
StartCutscene(eSkipESCOnly);
{cHaliKarisi.Walk (435, 181);
cDeha.Walk (142, 190);
cDeha.Say ("blah blah");
}
EndCutscene();cDopsu.ChangeRoom (15);}
cDopsu is the playable character. cHaliKarisi walks, but cDeha doesn't.
You should try using the "blocking" parameter:
CHARACTER.Walk(100,200,eBlock);
That guarantees that walking is done first (the game "blocks" all other actions until the character has reached his target).
That was exactly what I needed to know since a long time, thanks a lot.
Note that you can use code tags: [code=ags] your code here [/code].
Also, you don't need the inner brackets.
function room_FirstLoad()
{
StartCutscene(eSkipESCOnly);
cHaliKarisi.Walk(435, 181); // defaults to eNoBlock
cDeha.Walk(142, 190, eBlock);
cDeha.Say("blah blah");
EndCutscene();
cDopsu.ChangeRoom(15);
}
I think its about time code=ags was automatically implemented by the insert code # icon.
We did have the nice dropdown menu, and it did insert code=ags, before the editor was changed all of sudden, and for the worse, imo.