I've been messing around for the past day or so with SCI 1.1, and so far I really like it - it's way better than SCI0 for what I do, which is mostly VGA stuff. I've been working through the tutorials and the help file getting used to the engine, but there's still something I've not got my head around, and that's stopping the game while an action takes place, say, if you have an example scene:
Man: "You should try the wine. It is on the table over there."
Ego: "I think I shall."
(Ego walks to table, picking up animation plays.)
(Wait a second or two)
Man: "To your health, good sir."
(Ego drinking animation.)
Ego: "Egad, this is poisoned!"
I know that in AGS, you could queue up Character.Say commands and animations like so:
cMan.Say ("You should try the wine. It is on the table over there.");
cEgo.Say ("I think I shall.");
cEgo.Walk (200,150,eBlock);
cEgo.LockView (EGO_TAKE);
cEgo.Animate (0,5,eBlock);
cEgo.UnlockView ();
Wait (80);
cMan.Say ("To your health, good sir.");
...etc...
But I'm not sure what the equivilent would be in SCI Script... I've managed to do a Script before (while running through the tutorial to make the ship move), so I'm certain it's something to do with those, but how I'd set it up so that the player can't interact while this is going on except to skip speech is beyond me. Any pointers to where I should look? Thanks in advance!