Thank you, Snarky. Timers are one thing I was definitely missing in my scripting, and using one has gotten me much closer. I've got it set up so that the subsequent scripts only happen once the timer runs out, allowing the voice clip to play as desired. I've even got the pseudo speaking animation working.
The only issue I'm experiencing now is that my overlay disappears as soon as my script cuts away to another function (as I'm sure it's designed to do), but I need it to stay displayed while my script bounces around between other functions. Can this be done?
I can't use Wait commands in conjunction with the timer, because the player needs un-blocked control while it's running.
I tried putting the Overlay.CreateTextual command (with conditional statements) in repeatedly_execute and repeatedly_execute_always, but AGS didn't seem to like that and kept crashing.
How else can I keep the overlay displayed when leaving the function in which it was generated?
The only issue I'm experiencing now is that my overlay disappears as soon as my script cuts away to another function (as I'm sure it's designed to do), but I need it to stay displayed while my script bounces around between other functions. Can this be done?
I can't use Wait commands in conjunction with the timer, because the player needs un-blocked control while it's running.
I tried putting the Overlay.CreateTextual command (with conditional statements) in repeatedly_execute and repeatedly_execute_always, but AGS didn't seem to like that and kept crashing.
How else can I keep the overlay displayed when leaving the function in which it was generated?