Hello again!
I am trying my best to understand this issue, I've been testing a lot but it doesn't add up.
In the game, there is an object that is used to teleport to other scenes. I am using the Dialog System to offer a choice for the player: save your game or teleport to a place. Like the tutorial explains, I put a LoadLevel LUA command in the Sequence window of the node Teleport of my Dialog. When the player chooses teleport, it is loading in the new scene (Teleport_Scene_A) at the checkpoint (Spawn_Point).
However, when the player is launched in the new scene, the level tries to load itself at every frame and it is impossible for the player to move, as the game screen flickers indefinitely.
What's weird is that I tried with a scene portal (like your tutorial on your Youtube channel) and it works great... but for the game, we need to interact with an object in order to teleport...
How come the scene seems to load it self at every frame like that?
Thanks in advance!
Loading scene doesn't work via dialog system
Loading scene doesn't work via dialog system
- Attachments
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- My dialog options for the teleport object
- Dialog.PNG (42.71 KiB) Viewed 372 times
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- My command line in the dialog option "Teleport"
- Problem.PNG (12.98 KiB) Viewed 372 times
Re: Loading scene doesn't work via dialog system
Hi,
Temporarily set the Dialogue Manager's Other Settings > Debug Level to Info. You may be able to trace through what's happening under the hood.
If you're spawning the player onto a ScenePortal, that could cause a loop.
Also keep the Dialogue Editor window open on your teleport conversation. Make sure it ends the conversation and doesn't stay on the last node ("Teleport"). If you're requiring continue button clicks, simulate a continue button using the Continue() sequencer command:
The 'required' keyword in front of LoadLevel guarantees that LoadLevel runs even if Continue happens to kick off first and stop the conversation.
Temporarily set the Dialogue Manager's Other Settings > Debug Level to Info. You may be able to trace through what's happening under the hood.
If you're spawning the player onto a ScenePortal, that could cause a loop.
Also keep the Dialogue Editor window open on your teleport conversation. Make sure it ends the conversation and doesn't stay on the last node ("Teleport"). If you're requiring continue button clicks, simulate a continue button using the Continue() sequencer command:
Code: Select all
required LoadLevel(Teleport_Scene_A, Spawn_Point);
Continue()