Hi!
I'm attempting to have a dialog end on its own after a given amount of time has passed. However, starting the timer and checking if it's run out with AGS script inside the dialog won't work; as far as I understand, I need to put that in a repeatedly_execute_always function. I set the timer on the room_Load function, and put checking for/resetting on the repeatedly_execute_always function, with a dummy Say command from a character, but the timer only runs when the dialog isn't open.
I've been searching other threads for this issue, and messing with CurrentDialog and StopDialog(), but I couldn't really understand the context of the answers to similar questions. Also read someone suggesting using the Custom Dialog options, but checking the manual I feel that's too advanced for me at this point.
Thanks in advance.
I'm attempting to have a dialog end on its own after a given amount of time has passed. However, starting the timer and checking if it's run out with AGS script inside the dialog won't work; as far as I understand, I need to put that in a repeatedly_execute_always function. I set the timer on the room_Load function, and put checking for/resetting on the repeatedly_execute_always function, with a dummy Say command from a character, but the timer only runs when the dialog isn't open.
I've been searching other threads for this issue, and messing with CurrentDialog and StopDialog(), but I couldn't really understand the context of the answers to similar questions. Also read someone suggesting using the Custom Dialog options, but checking the manual I feel that's too advanced for me at this point.
Thanks in advance.