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Old 04-09-2012, 11:09 PM   #1
Fallen Guardian
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Wait Troubles

Okay, so I have two scripts here:
Code:
void main()
{ 

ActionPauseConversation();

  SetGlobalFadeIn(1.0, 3.0);

ActionWait(3.2);

ActionResumeConversation();



}

Code:
void main()
{ 

ActionPauseConversation();

ActionWait(2.0);

ActionResumeConversation();


}
Now they compile just fine. My trouble is this:

Basically, the first of the two codes plays first in a dialogue, the delay is there so you can see people walking for 3.2 seconds before the next node fires, which is a different camera, which also has the second script attached to it. Now in this second node one of my NPC's is saying something. Now, I believe due to that NPC talking, that first node does not wait 3.2 seconds before switching, it instead waits somewhere around 10.4 seconds, or in simpler terms, until the NPC that is going to speak on the next node, has stopped moving. Now, when I did this with delays in the dialogue file itself, everything worked out perfectly fine. But now, it doesn't seem to want to work properly at all. Am I stuck using delays and making conversations entirely unskippable?


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Old 04-10-2012, 04:58 AM   #2
Hassat Hunter
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That's probably because pause conversation does just that, pausing the convo. So no VO lines in the convo, until the wait is done. In this case, that looks like the line would play about 5.2 seconds.
Try using the first script, then the VO lines *without script*, and adding the second code to the next (empty) node.
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Old 04-10-2012, 10:54 PM   #3
Fallen Guardian
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Still no luck.


The truly fallen cannot return to the light. If someone "falls" and "returns," they never really, truly fell.

Current Work in Progress: Dantooine Tension

Released Works
Blaster Pistol Enhancement
Dustil Restoration
Ebon Hawk Texture Enhancement
Gaffi Stick Improvement
Weapon Model Overhaul Texture Rework (Thanks to Toasty Fresh!)
Sunry Murder Recording Enhancement
VP's Hi Poly Tin Cans - KotOR 1 Version
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