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Cutscene being interrupted


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Posted (edited)

So I've been trying my hand in a few quests and trying to create my own 7qp script. However, I can't seem to get past the fact that cutscenes are being interrupted (e.g. script talks to NPC again if the cut-scene interrupts dialogue). I've tried using different configurations, etc. Doesn't seem to work... The problem is that I don't know what other parameter throw in the 'if' besides NPC checking. The NPCs are in the cut-scenes.

Here are the problematic snippets. Both of them have cut-scenes, so I have problems with both.

		if (Juliet != null) {
			Juliet.interact("Talk-to");
			Utils.condSleep(15000, 3000, () -> dialogues.isPendingContinuation());
		}
		if (dialogues.isPendingContinuation()) {
			dialogues.completeDialogue();
			Utils.condSleep(10000, 500, () -> configs.get(144) == 60);
		}

		if (configs.get(144) == 60) {
			log("Going to the crypt with Romeo");
			walking.webWalk(VarrockCenter);
		}
		if (Romeo != null) {
			Romeo.interact("Talk-to");
			Utils.condSleep(15000, 3000, () -> dialogues.isPendingContinuation());
		}
		if (dialogues.isPendingContinuation()) {
			dialogues.completeDialogue();
			Utils.condSleep(10000, 500, () -> widgets.isVisible(277, 15));
		}

FYI Utils is a different class for conditional sleep (credits to @nosepicker for making it convenient).

 

Edited by Magerange
Posted
21 minutes ago, Magerange said:

So I've been trying my hand in a few quests and trying to create my own 7qp script. However, I can't seem to get past the fact that cutscenes are being interrupted (e.g. script talks to NPC again if the cut-scene interrupts dialogue). I've tried using different configurations, etc. Doesn't seem to work... The problem is that I don't know what other parameter throw in the 'if' besides NPC checking. The NPCs are in the cut-scenes.

Here are the problematic snippets. Both of them have cut-scenes, so I have problems with both.


		if (Juliet != null) {
			Juliet.interact("Talk-to");
			Utils.condSleep(15000, 3000, () -> dialogues.isPendingContinuation());
		}
		if (dialogues.isPendingContinuation()) {
			dialogues.completeDialogue();
			Utils.condSleep(10000, 500, () -> configs.get(144) == 60);
		}

		if (configs.get(144) == 60) {
			log("Going to the crypt with Romeo");
			walking.webWalk(VarrockCenter);
		}
		if (Romeo != null) {
			Romeo.interact("Talk-to");
			Utils.condSleep(15000, 3000, () -> dialogues.isPendingContinuation());
		}
		if (dialogues.isPendingContinuation()) {
			dialogues.completeDialogue();
			Utils.condSleep(10000, 500, () -> widgets.isVisible(277, 15));
		}

FYI Utils is a different class for conditional sleep (credits to @nosepicker for making it convenient).

 

tabs are disabled in cutscenes. If inventory tab is disabled tell script only to click continue on dialogue in chat box and do not interact w/ npcs

  • Like 1
Posted (edited)
24 minutes ago, scape said:

tabs are disabled in cutscenes. If inventory tab is disabled tell script only to click continue on dialogue in chat box and do not interact w/ npcs

Sounds great! Is that 100% of the time though?

Also, how do I interpretate the construction propertly?
'Tabs.INVENTORY.isDisabled(*what comes here*)'

Edited by Magerange

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