Disabling Continue button temporarily with sequencer commands?
Posted: Tue Jun 30, 2020 12:40 am
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:
...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!
(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
Thanks as always!