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(4 edits)

Another question I have regarding the Editor: I tried making a dialogue that, depending on the player's choice, would trigger that same dialogue after one week. However, the dialogue failed to trigger itself, no matter the delay I set for the trigger. Is it possible for a dialogue to trigger itself, or am I doing something wrong?

Edit: I couldn't manage to trigger an event using the Start Event parameter under the Meta target either. Copied and pasted the event's ID, followed by the number of hours to wait, but that yielded no results. Additionally, I am having issues with dialogue options that just don't work (you click on the option in-game and nothing happens), even though the option is correctly set to Choice, and has a Message child node, just like the other option (that does work). I'll compare my dialogue to Default ones and see if I can fix the error on my end.

(+1)

My bad, it's actually days, not hours

Btw, if you loop a "parent" dialogue, it restarts the substory and the game will pick new actors every time. But if it's a "child" dialogue, then the actors will stay the same.

Not sure what the issue with options is, maybe you have some effect on the child message node that somehow breaks it?

(6 edits)

I set the delay to 2. I tried waiting 2 days, but the trigger still didn't work.

The child nodes I'm talking about are "dead end" nodes (there are two of them, neither works). The other nodes, the ones that do work, either trigger a new dialogue, or an event (though this latter trigger isn't working for me). My guess is that the game is not able to finish the dialogue when it reaches a dead end, so it just doesn't activate the child node that has no triggers. 

Edit: I found the culprit. Both dead-end nodes that weren't working featured the 'Emotion > Sad' effect. I removed that effect from both nodes, and now they work correctly. Thank you for your help. Still no fix for the event triggering effect, though.