Loaded Conversation Displays Wrong Entry if the Former Game State had a Conversation Running
Posted: Thu Dec 17, 2020 7:55 pm
Season's Greetings, everyone!
(This project uses Dialogue System for Unity and Adventure Creator, the versions are in my signature)
So, I have two game saves. One is at the start of the conversation, the other is a couple of entries in. If I load either of them
when no conversations are active, they run fine.
Save 1: https://www.mediafire.com/view/3yfiypci ... 1.png/file
Save 2: https://www.mediafire.com/view/a28kajbf ... 2.png/file
If I load them while any conversation is running, they skip straight to entry 7, but with their expected
entry's sequences played out:
Save 1: https://www.mediafire.com/view/20sk42b9 ... 3.png/file
Save 2: https://www.mediafire.com/view/18dkg690 ... 4.png/file
There's a similar issue where if you load a save with no active dialogue and the previous game state had an active conversation, that conversation remains open in the newly loaded game. It seemed like the simplest solution was to
make an AC variable monitor when a conversation was started, then have the Pause menu's resume button's on_click
action list shut down any conversations that don't line up.
Somehow, shutting down a conversation in this way interferes with the Pause menu's ability to fade out during shutdown.
example: https://www.mediafire.com/view/zqswbpt5 ... 5.png/file
Finally, it seems the AC variables don't update when a game is loaded with an inventory open during a conversation.
To trigger this bug, start a conversation, click the Court Record button and create two saves, each with a different item in the inventory selected. Then, try loading either save. Nothing will seem to happen. If you load the after the conversation closes, the saves behave normally.
Merry Christmas to all... Gaaah!
(This project uses Dialogue System for Unity and Adventure Creator, the versions are in my signature)
So, I have two game saves. One is at the start of the conversation, the other is a couple of entries in. If I load either of them
when no conversations are active, they run fine.
Save 1: https://www.mediafire.com/view/3yfiypci ... 1.png/file
Save 2: https://www.mediafire.com/view/a28kajbf ... 2.png/file
If I load them while any conversation is running, they skip straight to entry 7, but with their expected
entry's sequences played out:
Save 1: https://www.mediafire.com/view/20sk42b9 ... 3.png/file
Save 2: https://www.mediafire.com/view/18dkg690 ... 4.png/file
There's a similar issue where if you load a save with no active dialogue and the previous game state had an active conversation, that conversation remains open in the newly loaded game. It seemed like the simplest solution was to
make an AC variable monitor when a conversation was started, then have the Pause menu's resume button's on_click
action list shut down any conversations that don't line up.
Somehow, shutting down a conversation in this way interferes with the Pause menu's ability to fade out during shutdown.
example: https://www.mediafire.com/view/zqswbpt5 ... 5.png/file
Finally, it seems the AC variables don't update when a game is loaded with an inventory open during a conversation.
To trigger this bug, start a conversation, click the Court Record button and create two saves, each with a different item in the inventory selected. Then, try loading either save. Nothing will seem to happen. If you load the after the conversation closes, the saves behave normally.
Merry Christmas to all... Gaaah!