Author Topic: Textboxes not showing  (Read 188 times)

DaKook

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Textboxes not showing
« on: January 28, 2019, 07:32:46 AM »
Hey, I have a problem. I have a cutscene with kind of a lot of talking. It has 27 text boxes. In both simplified and internal scripting, the 23rd textbox will inexplicably not show up. I tried adding another textbox without a squeak where the textbox normally doesn't show, but it made a different textbox not show. Then I tried making the 22nd textbox squeak twice, and it made a DIFFERENT textbox not show.
Ved, internal scripting is on, and the same problem would occur when I had this entirely in simplified scripting.
Code: [Select]
cutscene()
untilbars()
flag(95,on)
flash()
squeak(terminal)
text(terminal,0,0,2)
Are you sure you wish to release
the prisoner?
position(center)
speak_active()
squeak(player)
text(player,0,0,1)
Of course!
position(player,above)
speak_active()
endtext()
flash(5)
playef(9)
shake(60)
delay(20)
flash(5)
playef(9)
delay(20)
flash(5)
playef(9)
destroy(gravitylines)
changemood(purple,0)
squeak(purple)
text(purple,0,0,1)
Thank you so much, captain!
position(purple,above)
speak_active()
squeak(player)
text(player,0,0,1)
Are you okay?
position(player,above)
speak_active()
squeak(cry)
changemood(purple,1)
text(purple,0,0,2)
I'm starving! But other than that,
yeah, I'm fine.
position(purple,above)
speak_active()
squeak(cry)
changemood(player,1)
text(player,0,0,2)
Well, I don't have any
food with me.
position(player,above)
speak_active()
changemood(purple,0)
changemood(player,0)
squeak(purple)
text(purple,0,0,1)
Let's get out of here.
position(purple,above)
speak_active()
squeak(player)
text(player,0,0,2)
I'd love to, but I don't know how,
and I need to save the others...
position(player,above)
speak_active()
squeak(yellow)
text(yellow,0,0,1)
I bet we can use that warp there.
position(center)
speak_active()
squeak(player)
text(player,0,0,1)
Beats staying here.
position(player,above)
speak_active()
squeak(purple)
text(purple,0,0,1)
You remember Marengo, right?
position(purple,above)
speak_active()
squeak(player)
text(player,0,0,2)
No... It's like I was introduced to
him only today...
position(player,above)
speak_active()
squeak(purple)
text(purple,0,0,1)
You don't? Do you, Vitellary?
position(purple,above)
speak_active()
squeak(yellow)
text(yellow,0,0,1)
Yeah, quite clearly.
position(center)
speak_active()
squeak(purple)
text(purple,0,0,1)
He seems to have a secret weapon...
position(purple,above)
speak_active()
squeak(player)
text(player,0,0,1)
A secret weapon? Of what kind?
position(player,above)
speak_active()
squeak(purple)
text(purple,0,0,1)
I don't know... But he's powerful!
position(purple,above)
speak_active()
squeak(player)
text(player,0,0,1)
He can create rooms in seconds...
position(player,above)
speak_active()
squeak(yellow)
text(yellow,0,0,1)
Is that really so impressive?
position(center)
speak_active()
squeak(player)
text(player,0,0,1)
Well... I can't do that.
position(player,above)
speak_active()
squeak(yellow)
text(yellow,0,0,2)
He probably uses a machine
to do it.
position(center)
speak_active()
squeak(terminal)
text(terminal,0,0,1)
You could say I do.
position(center)
speak_active()
squeak(purple)
text(purple,0,0,2)
Does it have anything to do with
your secret weapon?
position(purple,above)
speak_active()
squeak(terminal)
text(terminal,0,0,1)
It's a secret. I'm not telling you.
position(center)
speak_active()
squeak(player)
text(player,0,0,1)
I think we should get going.
position(player,above)
speak_active()
squeak(yellow)
text(yellow,0,0,1)
The others are waiting, so yeah.
position(center)
speak_active()
squeak(purple)
text(purple,0,0,1)
Okay, let's go!
position(purple,above)
speak_active()
endtext()
changeai(purple,followposition,360)
delay(21)
flash(5)
playef(10)
shake(20)
gotoroom(0,16)
gotoroom(0,15)
destroy(gravitylines)
endcutscene()
untilbars()

Dav999

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Re: Textboxes not showing
« Reply #1 on: January 28, 2019, 09:46:30 AM »
Others have encountered this too, try adding a short delay somewhere before the failing text box.

Bruce Michez

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Re: Textboxes not showing
« Reply #2 on: January 28, 2019, 11:38:49 AM »
I vaguely remember something like this happening in [II] - my solution was to split the script in two.