(08-30-2011, 03:45 PM)Elven Wrote: Same here . I learn was too, but diff is I started learning .
Kyle, you ignored my question tho
I didn't ignore it, I just wanted to take a break before tackling something different.
(08-30-2011, 02:46 PM)Elven Wrote: I want to use
StartEffectEmotionFlash
Will
bool GetFlashbackIsActive();
Checks whether a flashback is still in effect.
work if i want that something will happen STRAIGHT after you watch watching this white text ?
Hmm, this is quite interesting. I never used that command function before When I tried it out, I see what you mean how it could be difficult to track it. As I'm testing it right now, I'm trying to see if the boolean command function you want to use can do the job correctly.
I finished testing it, and it appears that I can't time it correctly when the player clicks it, but then as I waited there, it finished by itself, so that means that if you have a timer from when the flashback starts, then you can time it the right moment when it ends, while having the player be set unactive.
Here's what it may looks like:
void OnStart()
{
AddEntityCollideCallback("Player", "ScriptArea_1", "Func01", true, 1);
}
void Func01(string &in asParent, string &in asChild, int alState)
{
StartEffectEmotionFlash("Message", "Hint", "");
SetPlayerActive(false);
AddTimer("", 6, "Func02");
}
void Func02(string &in asTimer)
{
SetPlayerActive(true);
// Do whatever you want to happen after.
}
I'm not sure if it depends on how much text that's in the message that lengthens the time it waits, or if it always happens at the same time. Or else I just accidently pressed the wrong button, causing it to stop. xD
I hope it works for you.