Ferc Kast Posted February 16, 2009 Share Posted February 16, 2009 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. Link to comment Share on other sites More sharing options...
Ulmont Posted February 17, 2009 Share Posted February 17, 2009 Well, you could use the time honored tradition of just leaving parts of the dialogue blank. Or using spaces to create a no-text effect. That's what I did during my last walking-speaker. Link to comment Share on other sites More sharing options...
glovemaster Posted February 17, 2009 Share Posted February 17, 2009 Try checking "node unskippable" instead to create a short delay of about 3 seconds. Link to comment Share on other sites More sharing options...
Ferc Kast Posted February 17, 2009 Author Share Posted February 17, 2009 Try checking "node unskippable" instead to create a short delay of about 3 seconds. I tried that and still came up with the same results as before. Link to comment Share on other sites More sharing options...
Exile007 Posted February 18, 2009 Share Posted February 18, 2009 I tried that and still came up with the same results as before. Did you add '3' to the Delay box? Link to comment Share on other sites More sharing options...
Silveredge9 Posted February 18, 2009 Share Posted February 18, 2009 It's been a while since I've done any scripting, but try the following: if ( iAction == 3 ){ //PC walks into the Chamber ActionPauseConversation(); ActionWait(1.0); AssignCommand(PC, ActionMoveToLocation(lCenter, FALSE)); ActionResumeConversation(); } Link to comment Share on other sites More sharing options...
Ferc Kast Posted February 18, 2009 Author Share Posted February 18, 2009 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. Link to comment Share on other sites More sharing options...
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