Magus Posted September 16, 2015 Share Posted September 16, 2015 Trying out PauseGame(), seems to be broken. Anyone seen it work? Link to comment
Roxanne Posted September 16, 2015 Share Posted September 16, 2015 Trying out PauseGame(), seems to be broken. Anyone seen it work? It looks like it does not work if any automatic pause (like pause on enemy sighting, etc) is activated. Since most people use this (or other autopause) n game, it seems it is useless in modding. I tried it once in a script. I then used DialogInterrupt(TRUE) instead, which works. Link to comment
Magus Posted September 16, 2015 Author Share Posted September 16, 2015 I'm sorry, DialogInterrupt? Unless I misunderstand completely, it has nothing to do with game pause. Link to comment
argent77 Posted September 16, 2015 Share Posted September 16, 2015 PauseGame() works, but it has to be called from a creature script of a controllable creature or via ActionOverride(). Link to comment
Magus Posted September 16, 2015 Author Share Posted September 16, 2015 PauseGame() works, but it has to be called from a creature script of a controllable creature or via ActionOverride(). Thank you. Link to comment
Roxanne Posted September 16, 2015 Share Posted September 16, 2015 PauseGame() works, but it has to be called from a creature script of a controllable creature or via ActionOverride(). Thank you. I'm sorry, DialogInterrupt? Unless I misunderstand completely, it has nothing to do with game pause. Sorry, I meant use DialogInterrupt *in front* of pause not *instead* IF Global("SanPausTroll","LOCALS",1) THEN RESPONSE #100 SetGlobal("SanPausTroll","LOCALS",2) DialogInterrupt(TRUE) PauseGame() END This block in a joined NPC's script works Link to comment
Magus Posted January 24, 2017 Author Share Posted January 24, 2017 Wrestling with PauseGame again... it seems to work only when called by Player1-6, not any arbitrary creature. Any thoughts? Link to comment
jastey Posted January 25, 2017 Share Posted January 25, 2017 Let it be triggered by a sript of one of the NPC's (or dplayer(2).bcs) would be my workaround here. Link to comment
Magus Posted January 25, 2017 Author Share Posted January 25, 2017 I can't have it rely on AI being turned on, and I'm trying to avoid using party NPC for that, because PauseGame cancels their current action (which is the reason I tried to use third party cre in the first place). Link to comment
Roxanne Posted January 25, 2017 Share Posted January 25, 2017 I can't have it rely on AI being turned on, and I'm trying to avoid using party NPC for that, because PauseGame cancels their current action (which is the reason I tried to use third party cre in the first place). Dplayer2.bcs relies on AI being turned on? Really? I doubt that statement - the script is assigned to any joined NPC automatically as default script, except Player1 who has DPlayer3.bcs. Link to comment
Magus Posted January 25, 2017 Author Share Posted January 25, 2017 Complete scripting guide says so. Anyway, like I said, using party NPC is specifically what I'm trying to avoid. Link to comment
jastey Posted January 25, 2017 Share Posted January 25, 2017 ... Spawn an "ALLY" creature that is invisible and has no foot cirlce to trigger the pause? (If it makes any sense. I am glad I needed this for a joined NPC. Didn't know it's so complicated...) The description of PauseGame() says "Script processing is halted while the game is paused" which I thought means that the script will be only stopped and continued to be executed after the pause? Link to comment
Magus Posted January 25, 2017 Author Share Posted January 25, 2017 I tried ally, pc, familiar - doesn't work for some reason (allegiance set with changeenemyally). The script that calls pausegame will stop and resume, yes. But if you have player1 casting a spell when that pausegame fires, the spell will be interrupted. Link to comment
jastey Posted January 29, 2017 Share Posted January 29, 2017 For the familiar, did you add it to the party with AddFamiliar()? Because my familiar can pause the game with PauseGame() via its script. I use MakeGlobal() ChangeEnemyAlly(Myself, FAMILIAR) AddFamiliar() to take it into the group. Link to comment
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