Integration with Love/Hate

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haavard
Posts: 6
Joined: Thu Sep 29, 2022 12:49 am

Integration with Love/Hate

Post by haavard »

Hi,

I have a problem - when during a conversation, I'm using ReportDeed (like ReportDeed("Player", "Pink Girl", "Steal")), and then later in the conversation use a condition to check Affinity with GetAffinity (like this: GetAffinity("Pink Girl", "Player") < 0), then I can see that the system does not check against the updated Affinity, but the old value. The new value is correctly displayed in the UI, but not when checking the Condition.

Is there a solution to this?

(As a note: if I press Save button in the Example project after ReportDeed, but before GetAffinity in the Conversation, the condition works as it should).
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Tony Li
Posts: 21636
Joined: Thu Jul 18, 2013 1:27 pm

Re: Integration with Love/Hate

Post by Tony Li »

Hi,

Are the Conditions checked immediate after ReportDeed(). If so, it might be this:

Conversations Evaluate Conditions One Extra Level Ahead

If so, you may need to add an empty node to separate them,
haavard
Posts: 6
Joined: Thu Sep 29, 2022 12:49 am

Re: Integration with Love/Hate

Post by haavard »

Yes, that solved it - thank you very much for the quick reply.
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Tony Li
Posts: 21636
Joined: Thu Jul 18, 2013 1:27 pm

Re: Integration with Love/Hate

Post by Tony Li »

Glad to help!
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