Breaking the player out of waiting... mode

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Mordachai

Squire
I have a simple trigger that is attempting to cause a conversation between the player and a Lord.

I have found that attempting to setup the conversation directly from the trigger fails (the conversation never happens).

But if I instead jump to a menu, which then spawns the conversation, it works... sort of! :evil:

if the player presses "Yes, go on..." -> which initiates the conversation, then the SECOND time they press it, it actually spawns the conversion if they player was in waiting mode when the trigger occurs (it happens on the first try if the player wasn't waiting).

Does anyone know how to handle this better (initiating a conversation from a simple trigger)?
Does anyone know how to break the player out of resting / fast time mode from a trigger?
Does anyone know of a comprehensive how-to when it comes to controlling the flow of events - correctly moving from conversations to game menus, vice versa, as well as to the map, or to presentations, and back?  What are the rules?  Best practices?  No-no's? :???:

EDIT: Although I am certainly most interested in any sort of compendium of knowledge regarding screen navigation, I have, I believe, solved my immediate conundrum:
I had my dialog starting at "start".  Which is wrong if I am initiating the conversation from a trigger - then it has to be "event_triggered".  This seems to do the trick.  No need to first jump to a trigger.  No need to setup the encounter scene.  Just a simple (start_map_conversation, <troop>), from the trigger. :grin:
 
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