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crimsonrabbit

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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.
 

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crimsonrabbit

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And just as soon as I posted this I realized my error: The switch for the baby's death event had to be set to Off in order to activate the Else branch of the conditional branch. What a headache.
 

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You are using TWO switches instead of one.
Make one, named Infant Dead.
Set it to OFF
If you kill the child in the option, you turn this Switch ON

Conditional Branch Infant Dead = OFF
Play Sound


Just read your double post you ninja! Try not double posting since it is against the rules. ;)

This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.

 
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