My Yarn Dialogue has a branch called Start and a branch called Artist. They are not connected. I want to use the Start dialogue from branch action to control which branch the player sees.
What is the expected result
The first time my player talks to a specific NPC, I want them to start on the Start branch. The second time they talk to the NPC, I want them to see the Artist branch.
What is the actual result
When my dialogueStartNode = 0, it shows my Start branch as expected. The variable updates to 1 after the conversation finishes, as expected. When the variable = 1 and the player tries to start another another conversation, it should show the Artist branch, but instead replays the last line of the previous node (e.g. If I go Start node > Yes option, it just replays the last line of Yes option dialogue).
I know that Yarn might let you think it is cool with spacing in mode names, especially since it will create option destination nodes automatically and not tell you there’s a problem, and it will happily let you name your nodes with spaces, but when it encounters options with spaces it doesn’t like it at all. BTW this would also be okay: correct_artist and wrong_artist, which is how I name all my nodes.
I think when Yarn sees this:
[[Eason Chan|correct artist]]
…it looks for a node called ‘correct’ and gets all upset because that node does not exist.
I just did a little experiment to be sure, and my dialogue wouldn’t even launch the branch if it had choices in an options interaction with spaces in the destination node names.
Oh great, it looks like that solved the problem! And it was your videos I was watching to build this out in the first place, so thank you for your help all around.