Lock input in text event

Penniwhistle

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Hey again - another issue I'm coming up with in my intro. I want text to show on the screen for a set period of time - in this case, 30 seconds. I have an event that moves the player to another map when the text box closes.

So! Either, how do I lock the input, to stop players from closing the text box for 30 seconds, or...

Is there a better way to change the map at the desired time?
 

Andar

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make a picture looking like a message window.

Then place that picture, use a wait command after that and then erase picture/continue with cutscene
 

Penniwhistle

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Have NPCs walking through the scene, going behind the text box at two points. So, that won't work I'm afraid. I can change this, of course, but would prefer to have my 14 guys' pathing events untouched.
 

Andar

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Have NPCs walking through the scene, going behind the text box at two points. So, that won't work I'm afraid. I can change this, of course, but would prefer to have my 14 guys' pathing events untouched.
That should not be affected - you'll just put the Z-level of the picture high enough that it would be on top of them, similiar to a text box.

Then any parallel/autonomous movement would go below the picture.
 

Penniwhistle

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Aye, but the default text box has a transparency that I can't mimic with an image import. 
 

Andar

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Aye, but the default text box has a transparency that I can't mimic with an image import. 
wrong, PNG does support transparency.

It's a bit more work to find the exact opacy level when creating the picture, but if you do that will be displayed correctly.

OK, I have to admit that I won't do that myself, because I'm not an artist and would probably have to try several times before getting everything correct, but it should still be possible. You only need a graphic program that also supports transparency and can be used to save transparent PNG images.
 

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