Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Dilmah G on October 13, 2008, 04:58:21 am
-
How can you put player dialogue in without the game skipping the audio for it, for example, the message previous will play, the player message will come up but is not read but rather the message after it is read. And is it also possibly for a RTB directive to trigger at the end of a message-list block, rather than occuring at the same time as the when-true becomes true
-
That's strange. Can you post an example of the event you are using to send the message?
-
To trigger a RTB a few seconds after, just chain it to a said event and use a delay..
Example:
Event1
+when
-- is_destroyed_delay
-----shivan destroyer1
-----0
--send_messgage
------#Command
------High
------You win, RTB
chain a event like this to it:
Event RTB
+when
----has_departed_delay
-------alpha1
-------0
----do_nothing
Put 3-4 seconds (how long it takes for someone to speak the final message) in the delay box
I'm not sure what you asking in the first sentance tough. The game skips the players messages? Shouldn't do that.
-
To trigger a RTB a few seconds after, just chain it to a said event and use a delay..
Example:
Event1
+when
-- is_destroyed_delay
-----shivan destroyer1
-----0
--send_messgage
------#Command
------High
------You win, RTB
chain a event like this to it:
Event RTB
+when
----has_departed_delay
-------alpha1
-------0
----do_nothing
Put 3-4 seconds (how long it takes for someone to speak the final message) in the delay box
I'm not sure what you asking in the first sentance tough. The game skips the players messages? Shouldn't do that.
Okay thanks that seems to work, about the messages (sorry, couldn't insert pic, will do ASAP),. It's not that the game completely skips the message, it's in the line of messages played (top-left), but it isn't read out, but when I assign an .ani to it, it's read out (I think, will test again to be sure).