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Messages - armiin

#1
Quote from: Khris on Fri 30/04/2010 07:50:06
Dialog.Start(); isn't executed until the end of the function (it says so in the manual, btw ;))

In recent versions of AGS, you can use standard code within dialog scripts, not just dialog commands.
Just open the dialog script, then put the commands in there, right above the final stop command.
Note that you need to put a blank/space/" " before the script commands so AGS recognizes them.

THANKSS!!!
#2
Hi,

I have a problem:
My character need to take an object, to  do this he need to disturb another character. That character goes to other point and start a new view of him. THEN, my character must can take the object.
Here I have another problem, i need that second character stay only a few seconds there, then he come back. My character need to take thisobject in that time. How can i script this?

Thanks and sorry about my bad english!
#3
Firstly, hi everybody and sorry about my english (in doesn't study that necessary language)

I explain my problem:

When I make a dialog, the after actions starts before the dialog finished.

I looking for in the "help", but i don't see anything about this (maybe my bad english don't found it).

Example:

function oSombrillaCerrada_Interact()
{
Display("Me llevo la sombrilla, Tom.");
cTom.Say("Para que la quieres, Rich?");
dTomBarSombrilla.Start();
cRich.Walk(87,  390,  eBlock);
oSombrillaCerrada.Visible = false;
cRich.AddInventory(iSombrilla);
cTom.Animate(0,  10, eRepeat, eNoBlock);
}

When dTomBarSombrilla start, inmediatly, oSombrillaCerrada is no visible and iSombrilla ads to my inventory.
I need to wait at the end of the dialog to make this two things.

Thanks!!
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