Hi mates!
Situation: I have a game where there are parts of straight VN and parts of dating sim, in which I add screens that act as menus for the different options and -and I think this is important- they include imagebuttons, not an imagemap or whatever.
Okay, now I want to show screen whatever-its-name and I want to keep advancing through the text and the scenes for a while until a certain point, where I want the player to interact with the screen WITHOUT the text and the scenes in the main label advancing anymore. In a nutshell, I'd like to disable the CTC feature until the player hits an imagebutton, each one of which has different calls and jumps to other labels.
How can I do that in an efficient and simple way? Setting the screens as modal doesn't seem to work... Thanks!
EDIT!!! I said that all wrong: modal True indeed works! What I meant is that I don't know how to alternate the screen between being modal and not modal while is showing. That's why I'm asking for another way to do this, maybe.
[Solved] Preventing the player to progress while in a screen
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[Solved] Preventing the player to progress while in a screen
Last edited by Adrian_DVL on Tue Apr 14, 2020 5:12 am, edited 1 time in total.
- Milkymalk
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Re: Preventing the player to progress while in a screen
Call another (empty) screen. This will "lock" the player interaction until you issue a "return" of some kind.
Crappy White Wings (currently quite inactive)
Working on: KANPEKI!
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Working on: KANPEKI!
(On Hold: New Eden, Imperial Sea, Pure Light)
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