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I'm trying to jump to different knots at the start of the scene based on certain variables. My issue is that if you just use a "Ink/Jump To" command, only the first line of dialog plays and then it stops. It seems like the narrative isn't being resumed, as adding a "Ink/Resume Narrative" command causes the dialog to start flowing.  However, this leads to some issues:

- If you put the "Ink/Resume Narrative" command after the "Ink/Jump To" command, the first line of dialog is skipped.

- If you put the "Ink/Resume Narrative" command before the "Ink/Jump To" command, the narrative appears to work properly but you can see the Writer start writing the first line of the Ink file before switching to the jumped line, and (per the ink messages sent to the flowchart) the Narrative Director thinks that you're at the first line until you click through the first jumped line. Normally this wouldn't seem like a big issue, but it has been giving me some major headaches with some other parts of my script.

Fortunately, I think I've been able to figure out a good enough workaround for what we need. 

(+1)

Thank you, now it is much clearer to me. I'll be checking this issue in the week end, watch this space.
Jumps are among the least tested features of the integration and it's more than likely that some corner cases weren't properly addressed.

Sounds good. Like I said, putting the "Ink/Resume Narrative" command first works fine in many cases. I'm only noticing an issue because I'm setting up my own basic save/load system that uses the story.state.currentPathString and I noticed that it doesn't appear to be updated after an "Ink/Jump To" command, only after the next time you advance the story after jumping.