- Joined
- Oct 24, 2016
- Messages
- 9
- Reaction score
- 1
- Primarily Uses
- N/A
So I'm trying to make it so that when the player transfers to a certain room that has a baby, a BGS will play of the baby crying. If you choose to kill the baby, upon re-entering the room, the BGS won't play. If you don't kill the baby the BGS will play when you re-enter.
Right now I have it set up like below. I enter the room the first time, the BGS plays without a problem. If I trigger the event where the baby is killed, and then leave and re-enter a room, again there's no problem - the first part of the conditional branch, the player transfers to the room and there's no BGS playing.
However, if I don't activate that event (i.e. choose not to kill the baby), and then leave and come back, I get the same result as if I had activated the event - the BGS isn't playing upon re-entry.
Is there something I'm screwing up? Right now I have a separate conditional branch under the "Else" branch but I've also tried it by not creating a separate conditional branch there and it's the same result.
Right now I have it set up like below. I enter the room the first time, the BGS plays without a problem. If I trigger the event where the baby is killed, and then leave and re-enter a room, again there's no problem - the first part of the conditional branch, the player transfers to the room and there's no BGS playing.
However, if I don't activate that event (i.e. choose not to kill the baby), and then leave and come back, I get the same result as if I had activated the event - the BGS isn't playing upon re-entry.
Is there something I'm screwing up? Right now I have a separate conditional branch under the "Else" branch but I've also tried it by not creating a separate conditional branch there and it's the same result.