Wintermute Engine Forum

Wintermute Engine => Technical forum => Topic started by: Amo on August 19, 2006, 05:16:33 PM

Title: Game.activity = false is not enough
Post by: Amo on August 19, 2006, 05:16:33 PM
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
Title: Re: Game.activity = false is not enough
Post by: Mac on August 19, 2006, 07:09:18 PM
Hi Amo,

Use this for cutscene like things use this in a script:
Code: [Select]
Game.Interactive=false;
but don't forget to insert
Code: [Select]
Game.Interactive=true;
after your monologue. Otherwise the user wouldn't be able to click things afterwards.

Mac
Title: Re: Game.activity = false is not enough
Post by: Mnemonic on August 20, 2006, 08:59:29 AM
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?
Title: Re: Game.activity = false is not enough
Post by: metamorphium on August 20, 2006, 01:01:23 PM
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?

Title: Re: Game.activity = false is not enough
Post by: Mnemonic on August 20, 2006, 01:11:52 PM
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.
Title: Re: Game.activity = false is not enough
Post by: Amo on August 20, 2006, 01:41:53 PM

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.
Title: Re: Game.activity = false is not enough
Post by: Mnemonic on August 20, 2006, 02:52:19 PM
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.
Title: Re: Game.activity = false is not enough
Post by: Amo on August 20, 2006, 03:19:13 PM
Ok, so we will wait and include it then.