Take a look at this sequence:
This thing prevents the player from advancing the dialogue while an animation plays, only reactivating Continue Mode after it receives the "DrinkFromHandF" message. The last two lines are there just in case the message is not received for any reason. It just do the same but around half a second after that animation is supposed to finish.SetContinueMode(false);
required SetContinueMode(true)@Message(DrinkFromHandF);
required Continue()@Message(DrinkFromHandF);
required SetContinueMode(true)@3;
Continue()@3;
Now, I was having the weirdest problem with this entry. Every time I passed through this node, DS behaved as if the Continue Mode was still false, so every entry after this was being skipped.
Like I said, I've lost hours troubleshooting this until I realized one thing...:
...that I didn't have any reason to put a "required" prefix on that Continue command.required SetContinueMode(true)@Message(DrinkFromHandF);
required Continue()@Message(DrinkFromHandF);
required SetContinueMode(true)@3;
Continue()@3;
I removed it and... voila! It's working again correctly, and behaving as if the SetContinueMode(true) has been run.
So, something tells me that the effect of putting that required prefix before a Continue command makes the Sequencer ignore the other commands.
Or maybe it's another thing, who knows. I'm using a bit older version after all. But still, I thought it would be a good idea to put this here for posterity and future searches.
Cheers.