[Solved] Help with Yarn, Please!

How do I…

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).

Related screenshots

Thank you so much for your help in advance!

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Additional screenshots:

It appears to be called Next. Or am I missing something?

So sorry, that was the wrong screenshot of Yarn. It’s been updated to Artist, but still having the same result.

Try adding a “Clear dialogue state” action before you start dialogue from the Artist branch.

Thank you for the suggestion. It still seems to be happening.

When I try to initiate the second conversation, I get this error in the debugger:

Avoid spacing in your options destinations (node names), or it will break the dialogue. So something like this is what you need:

[[Eason Chan|correctArtist]]
[[Maroon 5|wrongArtist]]

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.

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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.

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