LoadSceneAtSpawnPoint Over-riding Fungus

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TangledRays
Posts: 42
Joined: Wed Feb 06, 2019 5:48 pm

LoadSceneAtSpawnPoint Over-riding Fungus

Post by TangledRays »

Hi, I have been using LoadSceneAtSpawnpoint to over-ride Fungus so that upon leaving a conversation you are sent to the correct point in the level. This has stopped working and I was wondering if anyone has any ideas as to how I can over-ride the Fungus Loadscene component with LoadSceneAtSpawnPoint? I am thinking of using an FSM variable to tell the game to move the character to the correct spawn point, I am also trying to figure what has changed in Fungus to stop this action from working as it should. Thanks for any help :)
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Tony Li
Posts: 22054
Joined: Thu Jul 18, 2013 1:27 pm

Re: LoadSceneAtSpawnPoint Over-riding Fungus

Post by Tony Li »

Hi,

I'm not familiar enough with Fungus to say for sure. Can you just not use the Fungus action to load scenes? Instead, you can add a SaveSystemMethods component somewhere and call its LoadScene method, providing the spawnpoint after "@", such as:

SaveSystemMethods.LoadScene:
Castle@Entryway
TangledRays
Posts: 42
Joined: Wed Feb 06, 2019 5:48 pm

Re: LoadSceneAtSpawnPoint Over-riding Fungus

Post by TangledRays »

Problem is I'm using PlayMaker, not a programmer, not sure how to achieve that with visual scripting, I'll have a bit of a look in to it, thank you for pointing me in the right direction :)
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Tony Li
Posts: 22054
Joined: Thu Jul 18, 2013 1:27 pm

Re: LoadSceneAtSpawnPoint Over-riding Fungus

Post by Tony Li »

In that case, instead of using Fungus's functionality to change scenes, you can use the Dialogue System's "Load Level" PlayMaker action. Make sure you're added a Save System component to the Dialogue Manager. (More info: Save System)
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