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News: New blog post: Economy & Outposts (9/19/17); Starsector 0.8.1a is out!
 
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Author Topic: [0.8.1a RC8] Getting player stuck in fleet interaction dialog  (Read 299 times)
Histidine
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« on: July 16, 2017, 03:27:01 AM »

If a BeginFleetEncounter rule calls OpenComms, and no valid OpenCommLink rule exists (or the selected one calls EndConversation DO_NOT_FIRE), the player can end up stuck in the fleet interaction dialog with no way to exit (except devmode Esc).





The second image can be reproduced with the following rules.csv entry:
Code: (csv)

id,trigger,conditions,script,text,options,notes
FleetEncounterDebug,BeginFleetEncounter,!$fakeVar score:99999,"$ignorePlayerCommRequests = true 1
AddText ""You're being hailed by the $faction $otherShipOrFleet."" $faction.baseColor
OpenComms",,,


This rarely arises and perhaps modders should just be more careful, but perhaps a failsafe is in order?
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Alex
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« Reply #1 on: July 16, 2017, 09:38:53 PM »

Thank you - made a note, will take a look at some point.

This rarely arises and perhaps modders should just be more careful, but perhaps a failsafe is in order?

Probably yeah, on both points. Might be tricky though, will have to see.
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Histidine
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« Reply #2 on: September 15, 2017, 08:45:24 AM »

Relatedly, there's a vanilla bug:
  • Interact with fleet of a faction lacking a comm link dialog entry for the hostile state, while transponder is off
  • Get asked to turn on transponder
  • Turn on transponder
  • Get returned to main dialog tree, but fleet display fails to reappear


(While we're here, this is a reminder that the "turn on your transponder" dialog appears even if the fleet already knowsWhoPlayerIs and everything.)
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