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Cutscene problem...


Ferc Kast

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In a cutscene module, I attempted to script the dialog to "pause" while the PC walked to a certain location. The PC walks there perfectly, but the dialog continues as the PC continues walking to the location.

 

The node, the one which directly follows the node in which I scripted the dialog to "pause" while the PC walks, continues as if the player has finished walking.

 

PC still moving after the node that "paused" the dialog (I blurred the replies so as to avoid showing details of the cutscene.)

 

This is a snipped version of my script to "pause" the dialog. (I have it in a bigger script, as a string parameter, where everything was already defined.)

 

    if ( iAction == 3 ){
       //PC walks into the Chamber
       ActionPauseConversation();
       AssignCommand(PC, ActionMoveToLocation(lCenter, FALSE));
       DelayCommand(1.0, ActionResumeConversation());

   }

 

So, how can I fix my problem? I'm open to suggestions. :)

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I have good news and bad news. The good news: I realized with my script parameters that I forgot to put the else in front of the Actions after the first one. So, it seems to work now.

 

The bad news: The delay appears to be too short. Though, that's easily corrected.

 

Thanks for the help, all. :)

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