Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: on Thu 25/05/2006 02:51:33

Title: Wait command
Post by: on Thu 25/05/2006 02:51:33
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.
Title: Re: Wait command
Post by: Candle on Thu 25/05/2006 02:58:28
Wait(200);
Title: Re: Wait command
Post by: Ashen on Thu 25/05/2006 10:27:19
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


// 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