DS behavior with SimStatus 'Untouched' in non-existent tables
Posted: Sun Oct 07, 2018 8:47 am
Hi there,
I'm getting this error...:
Dialogue System: Lua code 'return Dialog[thisID].SimStatus == "Untouched"' threw exception 'Lookup of field 'SimStatus' in the table element failed because the table element itself isn't in the table.'
...when I use a saved game file from before I've added that (conditional) node to that conversation.
I understand the logic behind that: DS can't find that dialogue node ID in the SimStatus data from the old savegame. Fine.
But the default behavior of throwing an exception and not continuing on that path prevents me from adding new convos to the game and making them compatible with old save files. And that's a real pain...
I mean, in this specific case what I'm checking with that conditional is if that node has been seen by the player yet. So if DS can't find it in the table in the first place, that's the same as saying that indeed the players didn't see it, right?
So it would be a nice feature if we could get to choose if DS doesn't throw an exception and consider the condition 'untouched' valid. Again, in those specific cases where we're checking against a not seen node.
Could this be implemented as a checkbox in the Dialogue Controller, or something like that?
Thanks for reading!
I'm getting this error...:
Dialogue System: Lua code 'return Dialog[thisID].SimStatus == "Untouched"' threw exception 'Lookup of field 'SimStatus' in the table element failed because the table element itself isn't in the table.'
...when I use a saved game file from before I've added that (conditional) node to that conversation.
I understand the logic behind that: DS can't find that dialogue node ID in the SimStatus data from the old savegame. Fine.
But the default behavior of throwing an exception and not continuing on that path prevents me from adding new convos to the game and making them compatible with old save files. And that's a real pain...
I mean, in this specific case what I'm checking with that conditional is if that node has been seen by the player yet. So if DS can't find it in the table in the first place, that's the same as saying that indeed the players didn't see it, right?
So it would be a nice feature if we could get to choose if DS doesn't throw an exception and consider the condition 'untouched' valid. Again, in those specific cases where we're checking against a not seen node.
Could this be implemented as a checkbox in the Dialogue Controller, or something like that?
Thanks for reading!