Disabling Continue button temporarily with sequencer commands?

Announcements, support questions, and discussion for the Dialogue System.
Post Reply
marafrass
Posts: 36
Joined: Thu Jan 16, 2020 1:32 pm

Disabling Continue button temporarily with sequencer commands?

Post by marafrass »

Heya Tony!

(Hopefully) quick question here - is there a simple sequencer command to "lock" the continue button for a second? I currently have this sequence code in my skill check dialogue nodes:

Code: Select all

AC(diceRollList, nowait, 0);
AudioWait(diceroll);
Continue()@1.7
...And while it does the trick, this node can be clicked through before the 1.7 seconds has passed. Is there an easy way to stop the player from clicking through before the 1.7 seconds are over?

Thanks as always!
User avatar
Tony Li
Posts: 22054
Joined: Thu Jul 18, 2013 1:27 pm

Re: Disabling Continue button temporarily with sequencer commands?

Post by Tony Li »

Hi,

Yes. Use SetContinueMode():

Code: Select all

AC(diceRollList, nowait, 0);
AudioWait(diceroll);
SetContinueMode(false);
SetContinueMode(true)@1.7;
Continue()@1.7
SetContinueMode(false) turns off the continue button as soon as the node starts.

SetContinueMode(true)@1.7 turns it back on at the 1.7-second mark. You could also use SetContinueMode(original) to return the continue button to the original value that it had prior to SetContinueMode(false). This is useful if you're giving the player the option to turn the continue button on or off in a settings menu.
marafrass
Posts: 36
Joined: Thu Jan 16, 2020 1:32 pm

Re: Disabling Continue button temporarily with sequencer commands?

Post by marafrass »

Perfect, huge thanks!
User avatar
Tony Li
Posts: 22054
Joined: Thu Jul 18, 2013 1:27 pm

Re: Disabling Continue button temporarily with sequencer commands?

Post by Tony Li »

Glad to help!
Post Reply