- Joined
- Apr 27, 2013
- Messages
- 15
- Reaction score
- 0
- First Language
- English
- Primarily Uses
So I'm learning how to use RGSS3 and I'm slowly discovering all the cool things I can do with it. I haven't started building a prototype yet because I'm still in the planning stage of the game I want to make, and one of the features I want to add (well, not really a feature, but a preference, to control the flow of information) are self-advancing scenes. I want to be able to have a character say something, be a short pause, and then the dialogue box closes, and another opens, or something else happens, etc. Now, that part I can script, no problem. However, I don't want the player to be able to skip through everything by mashing the A button in certain scenes (like really important scenes in the story line).
I want this feature because I'm planning on doing voiceovers. See where I'm going with this? So I want to be able to lock all player input at certain points, then unlock it when the scene ends. Is there a hidden method I can call that can allow me to do this? Or do I have to make my own? If I do, that's no problem, but what commands should I execute to achieve it? I'm still learning RGSS3 so I don't quite know all the commands yet, and I don't know all the stock variable and method names yet either. Thanks for the help!
I want this feature because I'm planning on doing voiceovers. See where I'm going with this? So I want to be able to lock all player input at certain points, then unlock it when the scene ends. Is there a hidden method I can call that can allow me to do this? Or do I have to make my own? If I do, that's no problem, but what commands should I execute to achieve it? I'm still learning RGSS3 so I don't quite know all the commands yet, and I don't know all the stock variable and method names yet either. Thanks for the help!
Last edited by a moderator:

