Wintermute Engine Forum
Wintermute Engine => Technical forum => Topic started by: Amo on August 19, 2006, 05:16:33 PM
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Hi there, we set the game activity to false during monologues. That works actually in that way, that the cursor changes and the player cannot set any new target position, but that is not enough, because the user can still click around, abort the monologue and do what he wants. How can we set the game to a "full inactivity" I mean, no cursor, no keyboard entries, like an ingame cutscene?
Thanks for upcoming replies
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Hi Amo,
Use this for cutscene like things use this in a script:
Game.Interactive=false;
but don't forget to insert
Game.Interactive=true;
after your monologue. Otherwise the user wouldn't be able to click things afterwards.
Mac
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Yes, the idea is to enclose the entire non-interactive scene between
Game.Interactive = false;
... some code here
Game.Interactive = true;
Why would you want to prevent the player from skipping the talk lines?
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because sometimes the voice is timed to the music. That's exactly the reason why I needed
Game.TalkSkipButton = 3;
But I believe it's in the more_than_latest build only?
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because sometimes the voice is timed to the music. That's exactly the reason why I needed
Game.TalkSkipButton = 3;
But I believe it's in the more_than_latest build only?
Well, yes. But I don't think that's Amo's case.
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Game.Interactive = false;
... some code here
Game.Interactive = true;
Sorry, that does not work, it is still possible to interrupt the monologue with a left click.
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As meta mentioned, it will be possible to programatically set which mouse buttons can be used to skip talk sentences, including "none" of the buttons, so you can temporarily disable the skipping altogether. This "Game.TalkSkipButton" attribute will be available in the next WME release.
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Ok, so we will wait and include it then.