Hi,
 
 I have made a dialog and attached a script that in the end will destroy 3 npcs and put a fade out during that process. Before the script worked fine in some ways. Than i changed something to get rid of a bug. It seems that i have get rid of that but know i get a bigger bug. It's fade out but it never fade in. The screen remains black. 
 
 This is the script 
 
 
 void main() { 
 
 object oNPC1=GetObjectByTag("lrwooli");
 object oNPC2=GetObjectByTag("wookie_sekan02");
 object oNPC3=GetObjectByTag("wookie_sekan01");
 ActionDoCommand(SetCommandable(TRUE,oNPC1)); 
 ActionDoCommand(SetCommandable(TRUE,oNPC2)); 
 ActionDoCommand(SetCommandable(TRUE,oNPC3));
 ActionPauseConversation(); 
 NoClicksFor(5.0);
 SetGlobalFadeOut(1.5, 0.5);
 AssignCommand (oNPC1,ActionDoCommand(DestroyObject(oNPC1))); 
 AssignCommand (oNPC2,ActionDoCommand(DestroyObject(oNPC2))); 
 AssignCommand (oNPC3,ActionDoCommand(DestroyObject(oNPC3))); 
 DelayCommand(1.0,SetGlobalFadeIn(2.5,0.5));
 ActionResumeConversation();
 }
 
 
 Anybody that can find a error?
  
 
  
  
    void main() {
 object oNPC1=GetObjectByTag("lrwooli");
 object oNPC2=GetObjectByTag("wookie_sekan02");
 object oNPC3=GetObjectByTag("wookie_sekan01");
 
 ActionDoCommand(SetCommandable(TRUE,oNPC1)); 
 ActionDoCommand(SetCommandable(TRUE,oNPC2)); 
 ActionDoCommand(SetCommandable(TRUE,oNPC3));
 ActionPauseConversation(); 
 
 NoClicksFor(5.0);
 
 SetGlobalFadeOut(1.5, 0.5);
 AssignCommand (oNPC1,ActionDoCommand(DestroyObject(oNPC1))); 
 AssignCommand (oNPC2,ActionDoCommand(DestroyObject(oNPC2))); 
 AssignCommand (oNPC3,ActionDoCommand(DestroyObject(oNPC3))); 
 SetGlobalFadeIn(2.5,0.5);
 ActionResumeConversation();
 }
 
 Since this parameter is the delay for the fade in I assume that you intentionally set this to 2.5 and so you could just add another second on.
 
 The script looks fine so I think its just because your using the DelayCommand function with it and it has a delay parameter already.
 
 Hope that works ;)
  
 
  
  
    void main() {
 object oNPC1=GetObjectByTag("lrwooli");
 object oNPC2=GetObjectByTag("wookie_sekan02");
 object oNPC3=GetObjectByTag("wookie_sekan01");
 
 ActionDoCommand(SetCommandable(TRUE,oNPC1)); 
 ActionDoCommand(SetCommandable(TRUE,oNPC2)); 
 ActionDoCommand(SetCommandable(TRUE,oNPC3));
 ActionPauseConversation(); 
 
 NoClicksFor(5.0);
 
 SetGlobalFadeOut(1.5, 0.5);
 AssignCommand (oNPC1,ActionDoCommand(DestroyObject(oNPC1))); 
 AssignCommand (oNPC2,ActionDoCommand(DestroyObject(oNPC2))); 
 AssignCommand (oNPC3,ActionDoCommand(DestroyObject(oNPC3))); 
 SetGlobalFadeIn(2.5,0.5);
 ActionResumeConversation();
 }
 
 Since this parameter is the delay for the fade in I assume that you intentionally set this to 2.5 and so you could just add another second on.
 
 The script looks fine so I think its just because your using the DelayCommand function with it and it has a delay parameter already.
 
 Hope that works ;)
 
 Thanks it works now :D
  
 
  
  
    I have made a dialog and attached a script that in the end will destroy 3 npcs and put a fade out during that process. Before the script worked fine in some ways. Than i changed something to get rid of a bug. It seems that i have get rid of that but know i get a bigger bug. It's fade out but it never fade in. The screen remains black. 
 
 
 Try this variant and see how it works. You seem to be doing a lot of assigning for no apparent gain, and your ResumeConversation will be queued immediately, not after 5 seconds. Presumably you want to resume after the fade in/out has completed? 
 
 void main() {
 ActionPauseConversation(); 
 
 object oNPC1 = GetObjectByTag("lrwooli");
 object oNPC2 = GetObjectByTag("wookie_sekan02");
 object oNPC3 = GetObjectByTag("wookie_sekan01");
 
 NoClicksFor(5.0);
 SetGlobalFadeOut(1.5, 0.5);
 SetGlobalFadeIn(3.5, 0.5);
 
 SetCommandable(TRUE, oNPC1); 
 SetCommandable(TRUE, oNPC2); 
 SetCommandable(TRUE, oNPC3);
 
 DelayCommand(2.5, DestroyObject(oNPC1)); 
 DelayCommand(2.5, DestroyObject(oNPC2)); 
 DelayCommand(2.5, DestroyObject(oNPC3)); 
 
 DelayCommand(5.0, ActionResumeConversation());
 }
 
 
 Generally using the action queue is unreliable if you want to do things in a timed sequence, in my experience. It's handy though when you want to do a series of things one after the other and don't care about the timing. :)
  
 
  
  
    *Ahem* Beat you there Stoffe :xp: