Dialogue Entry will not advance upon completion of quest entry
Posted: Mon Oct 26, 2020 8:34 pm
I am new to the Dialogue System.
I have a a string of dialogue entries that stop and then continue after a quest entry equals success. During game play the conversation advances to this point and then ends. I have used the Debug feature and see that the evaluation of the quest entry occurs before the conversation gets to that point and then ends.
Dialogue System: Add Link (Player): ID=2:10 'I remember that much' (True) NPC
Dialogue System: Hallway says 'Its down the hall on the left.' NPC
Dialogue System: Lua(return CurrentQuestEntryState("TeacherLoungeKey", 1) == "success")
Dialogue System: Block on False Link (Player): ID=2:11 'Looks like my classroom without my friends, where is everyone?'
Condition='CurrentQuestEntryState("TeacherLoungeKey", 1) == "success"' Should play upon meeting conditions correct?
Dialogue System: FPSController says 'I remember that much' This is as far as the conversation goes
Dialogue System: Sequencer.Play( Delay(3)@0 )
Dialogue System: Sequencer: Delay(3)
Dialogue System: Ending conversation.
I then walk into my trigger and it fires....see below.
Dialogue System: Lua(return CurrentQuestEntryState("TeacherLoungeKey", 1) == "active")
Dialogue System: Dialogue System Trigger is firing OnTriggerEnter.
Any help is appreciated. I hate to ask but I have looked through the manual and the boards without finding where this is wrong.
I have a a string of dialogue entries that stop and then continue after a quest entry equals success. During game play the conversation advances to this point and then ends. I have used the Debug feature and see that the evaluation of the quest entry occurs before the conversation gets to that point and then ends.
Dialogue System: Add Link (Player): ID=2:10 'I remember that much' (True) NPC
Dialogue System: Hallway says 'Its down the hall on the left.' NPC
Dialogue System: Lua(return CurrentQuestEntryState("TeacherLoungeKey", 1) == "success")
Dialogue System: Block on False Link (Player): ID=2:11 'Looks like my classroom without my friends, where is everyone?'
Condition='CurrentQuestEntryState("TeacherLoungeKey", 1) == "success"' Should play upon meeting conditions correct?
Dialogue System: FPSController says 'I remember that much' This is as far as the conversation goes
Dialogue System: Sequencer.Play( Delay(3)@0 )
Dialogue System: Sequencer: Delay(3)
Dialogue System: Ending conversation.
I then walk into my trigger and it fires....see below.
Dialogue System: Lua(return CurrentQuestEntryState("TeacherLoungeKey", 1) == "active")
Dialogue System: Dialogue System Trigger is firing OnTriggerEnter.
Any help is appreciated. I hate to ask but I have looked through the manual and the boards without finding where this is wrong.