Quote from: Matti on Fri 27/10/2023 17:27:53I'm a bit confused about why you need that dialog at all. Can't you just putin the hDoor_Interact script? Code: ags cEgo.Say("My keys were in the door!");
Yes, yes I can. I didn't know that function existed lol. I assumed the dialog functionality was the only way to get characters to speak. I'll have to check out the character functions more deeply from now on.