Bug with StartCutscene

Started by Kweepa, Tue 10/08/2004 03:53:26

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Kweepa

Start a new game using the Default template, and select
Skip speech: Mouse or key (no auto remove)
Then go to Room and in create a script for first time player enters screen as follows:
  StartCutscene(1);
  DisplaySpeech(EGO, "A");
  DisplaySpeech(EGO, "B");
  DisplaySpeech(EGO, "C");
  EndCutscene();
Now save as room1, and test the game.
Press ESC immediately. The game hangs.
However, if you move StartCutscene(1) to after the first dialog line, it works fine - pressing ESC once skips to "B", then pressing it again skips the "B" and "C" at once as expected.

Tested with 2.61 and 2.62b.
Cheers
Steve
Still waiting for Purity of the Surf II

SilverWizard_OTF

Probably AGS can't recognise what you want, to end cutscene or to pass the current speech line (because you set mouse or key-- no auto remove). Anyway, i think you should set  mouse only and to increase speech's text speed (game.text_speed variable) for to be seemed like the player must click for removing the speech.

I hope it helped a bit
"All we have to decide is what to do, with the time that is given to us"

Pumaman

StartCutscene doesn't work properly with No Auto Remove text -- remember that a cutscene effectively puts the game into fast forward and turns off the display, so you should only use it where no user input is required during the cutscene.

However, for this specific case I'll look into a fix.

Kweepa

I hadn't thought of that - I guess because it works after  the first dialog line.
Thanks Chris.

And SilverWiz, cheers for the workaround. It's a bit hacky but it'll work.
Still waiting for Purity of the Surf II

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