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Godot Dialogue System 2

An advanced non-linear dialogue system for the free and open-source Godot engine. · By radmatt

How to use execute nodes properly using DialogueDesigner

A topic by joseeduardot created Apr 02, 2021 Views: 265 Replies: 2
Viewing posts 1 to 3

When using an execute node, after the function being executed, godot throws the error 'Invalid get index 'next' (on base: 'Dictionary').' I suppose it is either a bug or me doing something wrong.

The problematic bit seems to be set_next(current_node.next) on the execute func. 

I managed to do the bit by using a condition branch and checking if the result was different then false. But execute seems to be bugged

Developer (1 edit) (+1)

Yes, the Execute node in DD was indeed bugged. Just updated DD to version 3.2.3. It should be fixed now.