I've been trying to create a script that when activated NPC's fight each other during a cutscene, similar to the Matilda vs. Bastila cutscene in the Brotherhood of Shadow. My problem is, the two NPC's do start fighting, but in about a second, the dialog ends abruptly, even though the delay flag is set to six. There are also entries after that, so I don't get what's going on. :confused:
 
 Here's my script:
 
 #include "k_inc_generic"
 void main(){
 
 object oSith=GetObjectByTag("sith_lord");
 object oJedi=GetObjectByTag("jedi");
 
 ChangeToStandardFaction(oSith, 16);
 ChangeToStandardFaction(oJedi, 17);
 
 AssignCommand(oJedi, GN_DetermineCombatRound());
 AssignCommand(oSith, GN_DetermineCombatRound());
 }
 
 Any help would be appreciated. :)
 
 EDIT: Oh man I feel dumb, I just figured this out from looking at a couple source scripts.
 
 You should use the ActionPauseConversation() function for this. Here's my new script for anyone who might have the same question.
 #include "k_inc_generic"
 void main(){
 
 object oSith=GetObjectByTag("sith_lord");
 object oJedi=GetObjectByTag("jedi");
 
 ActionPauseConversation();
 
 ChangeToStandardFaction(oSith, 2);
 ChangeToStandardFaction(oJedi, 4);
 
 AssignCommand(oSith, GN_DetermineCombatRound());
 AssignCommand(oJedi, GN_DetermineCombatRound());
 
 DelayCommand(8.0, ChangeToStandardFaction(oSith, 5));
 DelayCommand(8.0, ChangeToStandardFaction(oJedi, 5));
 
 ActionResumeConversation();
 }