Dialogue node start after fade complete?
Posted: Wed Jul 17, 2019 4:24 pm
So after reading through your helpful remarks on other posts, I've realized that my attempt to get a dialogue node to not start until after a Sequencer fade is finished is being foiled by the Continue button.
Like I've been trying commands like this: Fade(stay, 2);required LoadLevel(LocationDoor)@2;required Fade(in,2)@4;Delay(4)@4;
but the dialogue starts immediately anyway, because the continue button is involved.
The effect I'm trying to get is that based on a dialogue choice, a sequencer fade happens, a new level is loaded, and once that level is loaded and the sequencer fade is complete, a linked conversation starts. Right now, obviously, the linked dialogue is starting immediately, and you can see it before the fade out is complete.
I'm new to C#, and not familiar with coroutines, but I'm totally game to try if that's going to be the best way to do this. The fades are also optional--I just figured from other posts that they're helpful in disguising the level load.
Like I've been trying commands like this: Fade(stay, 2);required LoadLevel(LocationDoor)@2;required Fade(in,2)@4;Delay(4)@4;
but the dialogue starts immediately anyway, because the continue button is involved.
The effect I'm trying to get is that based on a dialogue choice, a sequencer fade happens, a new level is loaded, and once that level is loaded and the sequencer fade is complete, a linked conversation starts. Right now, obviously, the linked dialogue is starting immediately, and you can see it before the fade out is complete.
I'm new to C#, and not familiar with coroutines, but I'm totally game to try if that's going to be the best way to do this. The fades are also optional--I just figured from other posts that they're helpful in disguising the level load.