The trigger name is not shown when you run the game, so it makes sense to name your triggers logically - that way when you use fire evemt it will be easy to remember which one it is in the list. In the example below, the cinematic triggers are called cine_01 (for 1st cinematic) then a number representing the stage of the cinematic 01, 02 etc, and then the character that is the focus of the dialog. You dont have to do that of course, but it makes it easy to find when something is breaking if you know exactly which trigger caused it.
Play dialog can be by itself, but if you just fire to a play dialog and nothing else, then the dialog will display and then nothing else will happens. So you need to make sure that your cinematic flow doesn't end up like that!
If you want bilbo to speak before balen then you would do something like:
Trigger -Cinematic Mode on (or w.e)
Conditions: blah blah blah
Effect; Cine mode on
etc
et
etc
Fire evennt cine_01_01_bilbo
Trigger cine_01_01_bilbo
condition: timer 1s:
effect: play dialog
text - Bilbo: Good Morning
fire event cine_01_02_balen
Trigger cine_01_02_balen
Conditions: 5s (or whatever)
Effect - Play dialog
text: Balen: Good Morning Young Hobbit
fire event cine_01_03_bilbo
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Roxas, his heart was human, yet because of his status as a being his fate was sealed since he was born. How many times must humanity judge others like that as well without giving them a fair chance?
"It would be very irresponsible of me to give you my thoughts as you are clearly incapable of handling the ones you already have" ~some guy in OD