Erase choices with a Call Script

FoxySeta

Cleric, script kiddie and fudanshi
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Ok so I evented this (I'm writing it indented just to make it readable):
Code:
Label START
   Choice timer YES 1:30
   Add choice 1
   Add choice 2
   Add choice...
   Show choices
Label 1
   Do something
   Go to label START
Label 2
   Do something
   Go to label START
Label...
(I know spaghetti-coding is wrong but just ignore it for now)
As expected, it just loops a question. I'm also running a parallel event though: can I use a Call Script there to make the choices disappear regardless of what line of this code is being executed at the moment?
I tried with
Code:
gs.Component_LayoutSceneBehavior.choiceWindow?.dispose()
which just froze the game.
 

Kentou

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Hi, you can try to do:

SceneManager.scene.choiceWindow.dispose();
SceneManager.scene.choices = [];
I didn't test this code but it might work.
 

FoxySeta

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Thanks, I had already tried the first line alone, but using the mboth should let me reset the choice list for subsequent uses. I'll test this asap.
 

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