Greetings.
Now there's my question. I'm creating a cutscene where.... well, a cutscene ;D. But, I have some events to move JUST AFTER a player dialogue, but I can't figure how to determine whether the player has passed a certain dialogue box or not.
It's basically like this: I'm playing, reading my dialogue, and then the events start to move. What I want is to have the other events to wait for me (as player) to press the action button in a certain dialogue box, so they start to move. I've tried out the Button Input Processing, but I get the same effect. I even tried the Graphics.freeze script, but it still runs the events at the background, even if the image is frozen; and when I press the button, I get the events where they should be, not from the start point. Any suggestions here? By the way, it's via event handling.
Thanks in advance.
Erm, if you're moving them in the same event as the dialogue, just don't move them until after the message. They won't start until the message is done then.
But, how do I do that? I have the command for the dialogue, then the movement. So, when the message is shown, the movements start to run with the message still on screen. Perhaps using switches or selfswitches?
If you set the movement AFTER the message command, there shouldn't be any problem.
Ok. You're right. My question was actually another one, but it's Ok now. Thanks.
If you're having it as a separate event you could have the main event with the dialogue turn a switch on right before the message starts. Then in the other event, you could have it parallel process, but have it so that it doesn't start until the switch is one, then if you want, make it wait a few frames?
Is that what you're trying to do?
No, I have clear what I'm attempting to do. The thing is, I have some paralell events that shows a dialogue while moving. I went the wrong way and thought about something I had already solved. Guess I misused the post, yet still I have to correct some switches I'm using. I'm sorry.