Thanks Kirkfat! I made a mission like that when Foundry first got triggers but I had the problem that the game required me to trigger both “objective reached”. I didn’t think about the workaround with the dialog trees. So I finally decided to leave that part out.
So thank you.
I’m looking forward to recreate my mission with this little branching on Holodeck.
Problem is, when you get a new shiny toy, you want to do everything with it. Hope I won't overdo it. :p
In any case we will probably see a lot of missions with that feature now.
Just want to tip my hat, this tutorial helped immensily. I not only incorporated this into my mission, but successfully made an optional objective that made my mission either easier, the same or harder, depending on what you chose, thanks!!
I'm not sure why, but my Foundry doesn't have triggers. Were they disabled or am I doing something wrong?
Rap,
on npcs, objects, etc there is a new tab called states, its located in the same area of the screen that you set coordinates for objects. That states tab controls triggers.