Does the issue occur in the editor or during gameplay? If it occurs during gameplay, please specify which movement system is being used (free movement or grid movement):
Gameplay, and during my testing grid movement.
Briefly describe the issue you're experiencing:
Using the "shake_screen()" function in a script while the player is in dialogue, does not activate the function.
The engine accepts the function, and does not report an error during the dialogue.
The dialogue will proceed past the function, even with "Pause Until Complete" check-boxed.
Are there any errors in the in-game debug console or external console window?
No.
Provide the steps necessary to reproduce the issue:
Currently this bug seems to only be happening to me from my project that existed BEFORE the 1.1 update occurred.
When recreating this scenario within a bare bones project now, it works with no problem.
BUT, it works like this in my project leading into the cut scene where the dialogue is present:
(for simplicity sake, in the hypothetical recreation of my project script i just voided the names for normal ones, to make it simpler to break down and read.)
[LOAD MAP]
[LOCK CAMERA]
[LOCK PLAYER MOVEMENT]
[LOCK PLAYER INTERACTION]
[MOVE CAMERA: CUTSCENECAM1]
[ADD ENTITY/CHARACTER: NPC1]
[ADD ENTITY/CHARACTER: NPC2]
[ADD ENTITY/CHARACTER: NPC3]
[FADE IN]
[MOVE NPC1]
[WAIT 1]
[MOVE NPC2]
[WAIT 1]
[MOVE NPC3]
[MOVE CAMERA AT SPEED: CutsceneCam2]
[WAIT 1]
[START DIALOGUE: CutsceneChaosDialogue]
--
DIALOGUE WHERE THIS ISSUE IS PRESENT:
GAME PROJECT CAMERA SETTINGS:
I CAN RECREATE A SUCCESSFUL VERSION OF THIS IN A NEW BARE BONES PROJECT:
(oddly enough, the recreation in bare bones- allows this function to work in both grid AND in free movement.)