Is there a way to have a Choice Node not wait for a choice to be selected to execute the next node or have an option in the Choice Node to close dialogue on input if no choice is selected?
For example when making a menu I have a Interaction Machine that changes a Global Variable inventoryOpen Bool on and off when Inventory button is pressed.
In a Update Tick Machine I have a Check Input Inventory Node connected to a Check Variable inventoryOpen Bool Node and on true show Choice Dialogue Inventory or if false close dialogues. Now I want my Choice Dialogue to execute the Next connected node which is connected back up to the Check Input Inventory Node but it does not execute because there are choices available.
Is there a better way to do this possibly by using a HUD toggle as my Inventory screen?
Any help is greatly appreciated,
-Nate
=]
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Do the variable checks in the choice nodes check at all times or just at the point of starting?
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Should I use ORK to handle my inventory menu or is there a way to use Makinom for hadleing this?
Follow my project on Reddit - My Game DevLog
relentingVids - My YouTube Channel
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If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Follow my project on Reddit - My Game DevLog
relentingVids - My YouTube Channel
Half Super Shop - My Shop