- Joined
- Aug 19, 2012
- Messages
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I've got a 'cutscene' with a lot of evented character movement with dialog interspersed here and there. If the player touches the keyboard though and moves the character at the wrong time, the whole thing goes to pot pretty quickly.
I can see a way to do it (I think) by overriding move_by_input in Game_Player (and there's another place that looks like I could 'intercept' commands), but I'm wondering if there isn't a switch or command already in place that simply 'locks out' the keyboard/controls until you turn them back on.
While the move event is running all is good (although disabling <esc>/<ins> wouldn't be bad there to prevent formation changes or other such problems) - it's the little gaps of time between those events and the dialog where the problem can arise.
I can think of loads of other places it would be helpful, so I'm hoping there's already a graceful way to handle this that someone knows and can tell me.
I can see a way to do it (I think) by overriding move_by_input in Game_Player (and there's another place that looks like I could 'intercept' commands), but I'm wondering if there isn't a switch or command already in place that simply 'locks out' the keyboard/controls until you turn them back on.
While the move event is running all is good (although disabling <esc>/<ins> wouldn't be bad there to prevent formation changes or other such problems) - it's the little gaps of time between those events and the dialog where the problem can arise.
I can think of loads of other places it would be helpful, so I'm hoping there's already a graceful way to handle this that someone knows and can tell me.


