I’m trying to set up an elevator which is called by pushing a button. The button doesn’t work at all at the beginning of the game, but after Act 1, pushing it will allow you to talk to the elevator operator and move between floors. I want to set it so the first time you successfully push the button, you have the ‘intro’ conversation, and every time after you go to the standard conversation menu. Here’s the code as I have it:
[code]The pearl button is a backdrop. The pearl button is in Hotel Lobby and Hall1. The description of the pearl button is “Looks just like the kind you find in oysters. You can PUSH it to wake up the elevator operator.”
Before pushing the pearl button:
if the act of the game is Act1:
say “You push the pearl button, but nothing happens. Maybe the operator got spooked by the raid? You should check again later.”;
stop the action;
otherwise:
continue the action.
Instead of pushing the pearl button:
display the figure of Kipper;
switch to CYOA at KipperInElevatorIntro.
Instead of pushing the pearl button more than one time:
display the figure of Kipper;
switch to CYOA at HiKipperElevator.[/code]
The problem here is if the player tries pushing the button in Act 1, the game seems to count it as ‘pushing the button’, and skips the intro conversation later, even thought I tried to tell the game to stop the action before actually pushing it. What’s the best way to get the game to differentiate between ‘trying to push the button’ and ‘successfully pushing the button’? The best solution I see it to create two button objects and swap them out between acts, but I’m hoping there’s a more elegant fix (especially as this has come up more than once.) Any suggestions?