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Event Loops
Posted: Mon Apr 14, 2014 6:25 am
by DrJohnSmith
I recently decided to have one of my events loop back to a previous event, allowing the player to review their options before deciding on an outcome. However... FTL doesn't seem to like this. I was wondering if anybody else has gotten this to work, or if there's some sort of event validation going on that'll force a crash unless events progress in a linear direction?
The structure is something like:
Code: Select all
- starting event
|- option 1
|- option 2
|--- option 2.a
|--- option 2.b (starting event)
Re: Event Loops
Posted: Mon Apr 14, 2014 7:38 am
by Gencool
If I remember correctly, you can make each page as a separate named event, then use 'eventLoad' to move between them. Haven't any examples of code handy though.
Re: Event Loops
Posted: Mon Apr 14, 2014 9:26 am
by kartoFlane
Event loops crash the game (at least before AE they did). It is possible to fake loops by creating separate events that look the same, but having an event called by one of its child events is not possible.
So basically, yes, events have to progress in a linear fashion.
Re: Event Loops
Posted: Mon Apr 14, 2014 11:37 am
by 5thHorseman
Yeah infinite loops are a no-no, because FTL tries to load every possibility into memory on sector (or event, one of the two) load, so eventually it runs out of memory.
Re: Event Loops
Posted: Mon Apr 21, 2014 4:37 pm
by tazardar
I found a way to make infinite dialogue loops on the first beacon somewhat possible, by using the teleport to the secret sector. Sadly, that means that there is no choice in the first jump and the real Crystal Homeworld quest doesn't work. I could write a tutorial if there is interest.