Hello everyone,
I'm coding a dialogue that takes place on rest. The dialogue works just fine, but being able to see all the characters standing there in the inn is distracting, especially since the text is describing things happening that are clearly not happening on screen. So what I want to do is have the screen fade to black either at the beginning or partly through the dialogue, stay black for the whole dialogue, and then go to rest directly from there.
I can make the screen fade to black, but I can't keep it like that. It unfades as soon as the first dialogue happens. Any ideas on how to keep the screen black until I want it to unfade?
I tried making it FadeToColor([30.0],0) at the beginning of the dialogue in the .d file and then unfading at the end, but that didn't work. It just faded to black and then turned normal again at the first talk, and went black and then un-faded at the last talk. It wouldn't stay black in-between.
I also tried making it fade in the .baf file but that didn't work either. It looks like it will stay black if I can make it fadetocolor and fadefromcolor in the same trigger with actions in-between (like during the dream sequences in game), but that doesn't really help me since I want the dialogue to happen in-between the two fades and it to stay black while that dialogue is happening.
Thanks
To do that you may want to display your text in a textscreen, just like those chapter texts or bhaal dreams during BG1. For that purpose you need to create a 2da file and a MOS file (may be a picture or just black) and display text there. Another possibility would be to use a screen like in the ToB end bios screen.
You can look into those dream scripts or end bios to see how such a thing is done.
Generally you would fade to black (like you did), then display the text screen with
SmallWait(2)
SetInterrupt(FALSE)
TextScreen("BCaDre")
and then fade out again - Wait(2) - RestParty(). //
"BCaDre" would be the name of the 2da file which contains the references to the MOS file used as background and the text to be displayed on it.
Probably the way the BG1 dreams are done would suit your idea the best?
Requires a bit of extra work though...
PS
I also coded a scene for my mod where something happens in the dark night ( a nightly ambush) and the screen fades black, you see some overhead dialogue text from the actors involved but not the scene itself and then it gets light again - another possibility but maybe not exactly what you are looking for.
And another possibility would be a dream cutscene where the actor (Protagonist or NPC) is taken from the actual scenery to another place and back again (like in the Irenicus dreams in BG2) = more work than all of the other possibilities.
Edited by Roxanne, 05 February 2017 - 12:59 AM.