If it's for Shockwave, you will need to write the "dialog" as
a set of sprites. You could:
1) Use vImage = (the stage).image to
grab a screenshot of the current screen
2) Use play <marker
name> to jump to a screen that shows your
3) Use sprite(1).member.image =
vImage (assuming that sprite 1 contains a bitmap
member, and is
centred on the Stage) to show the screen
shot from the previous screen
4) When the user presses RETURN or hits an OK button,
use play done to return to the
in the Lingo handler that sent you
to the dialog marker.
This gives you a synchronous means to capture user input.