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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 ;)