Good thought. Try splitting them up into consecutive actions. The game engine might be trying to display two ecoms at once for some odd reason. You never know.
But...
A suggestion? Speaking as someone who just
loves putting ecoms in my levels, I've found that people tend to complain if there are too many ecoms to wade through before the play begins in earnest. If you have alot of information to relay, then maybe you could do this with alerts, mission objective info, etc.
...but then, if you have a lot of dialogue, then you could try and do what Spiffcode did for the first mission - save the dialogue to a seperate mission with triggers that do nothing but launch ecoms (this mission need not have any layout - you'll just see the ecoms) and - using the "jump to mission" trigger, automatically launch the actual mission. That way, players have the option of starting the mission after the dialogue.
Just a suggestion, though, from someone who learned the hard way...
