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Author Topic: [0.8.1a RC8] Getting player stuck in fleet interaction dialog  (Read 1797 times)

Histidine

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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).

Spoiler




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",,,
[close]

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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Re: [0.8.1a RC8] Getting player stuck in fleet interaction dialog
« 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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Re: [0.8.1a RC8] Getting player stuck in fleet interaction dialog
« 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

Spoiler
[close]

(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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