Wait command

Started by , Thu 25/05/2006 02:51:33

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DarkManiac

Okay I've looked around and checked the manual and can't for the life of me figure this out. What command do I use if I want the action to pause while the previous command plays out? For example, I want a sound effect to play, and after it ends a picture to move, then a dialog to take place. The way it happens right now they all happen at once. Also, after the dialog finishes (by that I mean, you choose the option to say goodbye), I want the previous picture to move back to its original position. However, it moves back while the dialog takes place. I tried a lot and I'm guessing it's something really simple but I can't get it to work! Thank you in advance for any assistance.

Candle


Ashen

Also, the RunDialog() command is run after all other script commands have run. (This has been discussed many times before, do a search if you want more details.) The way round it is to make a second 'Run Script' interaction, and put everything you want to happen AFTER the dialogue in that so you'd have (for example):

- Object 0
  - Look at object
    - Run script
    - Run script

Code: ags

// room script file

#sectionstart object0_a  // DO NOT EDIT OR REMOVE THIS LINE
function object0_a() {
  // script for Object 0: Look at object
  PlaySound(3);
  Wait(40); // Length of sound?
  oPicture.Move(150,45,5,eBlock,eAnywhere); // eBlock parameter keeps next line from happening
  RunDialog(0);
}
#sectionend object0_a  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart object0_b  // DO NOT EDIT OR REMOVE THIS LINE
function object0_b() {
  // script for Object 0: Look at object
  oPicture.Move(100,45,5,eBlock,eAnywhere); // Should run after the dialogue is exited
}

#sectionend object0_b  // DO NOT EDIT OR REMOVE THIS LINE
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