Easygoing Eyebeast Enraged Slith Posted September 25, 2006 Share Posted September 25, 2006 Hey I've been practicing with cutscenes (and creature scripts) lately, but I've been having some problems. The basic layouts work just fine, but sometimes a text bubble wont show, or BoA will skip an entire step. This is my coding that has had some problems. Side note: The content of the strings is utterly ridiculous and only exists to make me giggle uncontrollably whenever I see it. Code: (CREATURE SCRIPT:)beginstate DEAD_STATE; set_character_pose(6,11); force_instant_terrain_redraw(); pause(2); reset_dialog(); add_dialog_str(0,"The man falls to the ground, quivering in pain and rage.",0); add_dialog_str(1,"_NO YOU I CAN'T LOSE TO YOU!_",0); add_dialog_choice(0,"*Stick tongue out* nyah nah nah nah nah naaaah!"); choice = run_dialog(1); text_bubble_on_char(6,"HAHAHAHAHAH, **** YOU WORLD!"); force_instant_terrain_redraw(); pause(8); text_bubble_on_char(6,""); put_boom_on_char(6,0,0); force_instant_terrain_redraw(); run_animation_sound(152); play_sound(30); set_flag(1,3,1); set_flag(1,4,1); pause(4);break; ---beginstate 12; text_bubble_on_char(0,"C'mere"); text_bubble_on_char(6,"Wait..."); relocate_character(6,20,11); march_party(18,12); force_instant_terrain_redraw(); pause(8); text_bubble_on_char(0,""); text_bubble_on_char(6,""); text_bubble_on_char(6,"YOU STAY THE HELL AWAY FROM ME!"); relocate_character(6,21,11); march_party(19,11); force_instant_terrain_redraw(); pause(14); text_bubble_on_char(6,""); text_bubble_on_char(6,"NO ONE GETS BORK!"); march_party(20,11); block_entry(1); set_character_pose(1000,2); force_instant_terrain_redraw(); play_sound(2); pause(10); text_bubble_on_char(6,""); text_bubble_on_char(6,"HAHAHAHA, **** YOU ALL!!!"); force_instant_terrain_redraw(); pause(6); set_character_pose(6,2); set_character_facing(6,6); force_instant_terrain_redraw(); pause(1); play_sound(30); set_terrain(21,11,0); set_flag(3,2,1); fallx = 21; while(fallx <= 23){ text_bubble_on_char(6,"HAHAHAHA, **** YOU ALL!!!"); relocate_character(6,fallx,11); force_view_center(fallx,11); force_instant_terrain_redraw(); pause(1); fallx = (fallx + 1); }break; One I've noticed is that during the DEAD_STATE in my creature script, sometimes the text bubble wont show up. The problem in the second script is that not all of the content is showing up. Edit: Some of the inappropriate words, although censored when I previewed the post, were not censored in the actual post. Edit2: Why wont it show the spaces between my lines... Quote Link to comment Share on other sites More sharing options...
Magnificent Ornk Dikiyoba Posted September 25, 2006 Share Posted September 25, 2006 Maybe a text bubble is too long? I think if a text bubble gets too long, it stops showing up. Of course, Dikiyoba could be totally wrong about this. Quote Link to comment Share on other sites More sharing options...
Unflappable Drayk The Loquacious Lord Grimm Posted September 25, 2006 Share Posted September 25, 2006 Is it specific steps that get skipped, or is it just random every time? If specific, which ones? -------------------- Teh Slient Assassing cna't spll. Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Enraged Slith Posted September 25, 2006 Author Share Posted September 25, 2006 The DEAD_STATE skip seems to happen randomly. I think it has something to do with the dialog box. As for the other script it always skips the coding between the pause(8) and pause(14): "you get the hell away from me". It also always skips the first and longer "hahahaha **** you all." Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Nioca Posted September 25, 2006 Share Posted September 25, 2006 In this bit of code: Code: fallx = 21; while(fallx <= 23){ text_bubble_on_char(6,"HAHAHAHA, **** YOU ALL!!!"); relocate_character(6,fallx,11); force_view_center(fallx,11); force_instant_terrain_redraw(); pause(1); fallx = (fallx + 1); } You forgot to pass an empty bubble before the writing a new bubble. Wow, there's something I never thought I'd say. Quote Link to comment Share on other sites More sharing options...
Magnificent Ornk Ephesos Posted September 26, 2006 Share Posted September 26, 2006 You've also got a block_entry(1) call in there. In my experience, those make cutscenes behave strangely, particularly when you're marching the party around. Quote Link to comment Share on other sites More sharing options...
Magnificent Ornk Kelandon Posted September 26, 2006 Share Posted September 26, 2006 Quote: Originally written by Ephesos:You've also got a block_entry(1) call in there. In my experience, those make cutscenes behave strangely, particularly when you're marching the party around. These are pretty crucial if you don't want the party to take an extra step after the cutscene is over. How have they made the scenes behave strangely? (I've never had problems with them.) Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Nioca Posted September 26, 2006 Share Posted September 26, 2006 Having it in a creature script may cause some unusual effects, though. Quote Link to comment Share on other sites More sharing options...
Magnificent Ornk Ephesos Posted September 26, 2006 Share Posted September 26, 2006 Quote: Originally written by Kelandon:These are pretty crucial if you don't want the party to take an extra step after the cutscene is over. How have they made the scenes behave strangely? (I've never had problems with them.) I think it just depends on where the block_entry(1); is, because if it's used too early, then the party may not be moved into the spot correctly. Anyway, it was back when I was still trying to figure out cutscenes, so it was probably just my stupidity. Quote Link to comment Share on other sites More sharing options...
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