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Messages - PaleoGamerZ

#1
Oh!! Thanks, it works.

Thanks again!!
#2
I've been searching about it in the manual and the forums, but I don't find anything to help me. Anyway I tryed to put the cutscene which goes after the dialog into a new dialog so when the last dialog finishes it calls the dialog with the final part of the cutscene; but then I can't use the objects of the room in the dialog.
Any solution?
#3
Hi there!

I didn't find information about this anywhere so here is my question.

Making a cutscene I put a dialog in there, but the dialog is "jumped" at the end of the cutscene so when the cutscene finish the dialog starts (But obviously I put the dialog.Start() lines before)

It is something like that:

    StartCutscene(eSkipESCOnly);
    Mouse.Visible = false;
    //Animations here
    EndCutscene();
    Mouse.Visible = true;
   
    dDialog.Start();
    //Animations here too but these aren't skipable

The game executes the "Animations here too" and then the dDialog starts. Can anyone help me?
If you need more lines of my script to see where is the problem, please tell me.

Thanks!
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