Hello,
Here's the strange problem I'm having:
- I have a template "UseableItems" with feature "ItemBasics" that contain properties "IsOwned" (bool) and "NumberOwned" (int).
- Player inventory is done using the Flow Player. The template "UseableItems" is attached to each flow fragment representing an item, with the following condition on each InputPin: getProp(getObj("aTechName"), "ItemBasics.IsOwned")
- Player inventory works as expected. The branch to the UseableItems flow fragment validates as false when IsOwned is false.
- During the game, player acquires a usable item. Properties "IsOwned" is set to true, and "NumberOwned" set to 1 via custom method "AddRemoveItem()".
- Player inventory works as expected. The branch to the UseableItems flow fragment, with above condition on InputPin, validates as true.
- Player sells item. Properties "IsOwned" is set to false, and "NumberOwned" set to 0 via custom method "AddRemoveItem()".
- Player inventory works as expected. The branch to the UseableItems flow fragment validates as false.
- Player acquires another of the same usable item. Properties "IsOwned" is set to true, and "NumberOwned" set to 1 via custom method "AddRemoveItem()".
- The branch to the UseableItems flow fragment still validates as false. I have checked OnBranchesUpdated using a debugger. For the branch in question, IsValid is false, however, the IsOwned property on the branch.target is true, which is the only condition on the InputPin and on the path to the target. I am also not altering any Articy condition scripts via code at any point throughout my game. (NumberOwned is also correctly set to 1.)
Unfortunately, I'm unable to post the project or code, so I don't expect to receive a conclusive answer to this. Just wondering if you have any idea what might be causing this off the top of your head.
Thanks!