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Yeah you can't just WaitFor a regular Dialog Tree since then the player won't have control to be able to pick options.

 I'm AFK right now, but I'll try and show how you could put something in UpdateBlocking to start the next Dialog tree when the previous one finished if that'd be helpful.

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I tried some things but they didn't work.

It's a little more coding but I think the WaitInlineDialog might be the easiest way forward.

One thing about that ... can you send it a list of text strings instead of physically putting them in literals?

... of course ... param [] strings. Excellent,

This way I could compose the string(s) as I am doing now with the regular Dialog - only showing what is appropriate for the character in the actions they can take in combat.

I could not get any of that working right. Other dialogs getting called, etc.

Have another approach driven by GUI clicks on a menu to advance, going to try that one.

Yeah GUI clicks are blocking so should be fine. Surprised the Update Blocking code didn't work, but I didn't test it so probably just a dumb mistake on my part ;)


Btw if you use discord it's a *lot* more active than these itch forums, and easier to post code there too to get help when something's not working. 

Thank you for your help. Luckily I saved some of the code from the old approach, which was working well. 

Can I ask you one more question - since StartCutscene is such an easy way to disable all input and take the kind of control needed for the turn-based combat, is there a way to block any escaping the cutscene with the key as at present? I think I can get it all working if I wrap the combat sequence in a Start/End Cutscene. This was semi-working now but the user could escape out with the key.

All Start/EndCutscene() does is set the place that pressing the "Skip cutscene" button will skip to. So if you have particularly long ones you want the player to be able to skip, etc. It doesn't disable any input or anything. 

All "blocking" scripts are basically an uninteractive cutscene already. So just remove the Start/EndCutscene() functions so that you can't skip them ;)