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Description
The problem
Describe the bug
In the main script... I have a variable defined and trying to access the variable, I get an error. I'm pretty sure I'm reading the documentation correctly. Here's my code.
var testy_testy = Dialogic.VAR.random_events.test_test
func _ready() -> void:
Dialogic.start(testy_testy)
And in the Dialogic plugin editor thing I have random_events as a folder, and test_test as a variable.
The error that appears is
Invalid access to property or key 'random_events' on a base object of type 'null instance'.
And when I try to get more info on the error, the error changes to this.
E 0:00:02:451 DialogicGameHandler.gd:395 @ get_subsystem(): Node not found: "VAR" (relative to "Dialogic").
<C++ Error> Method/function failed. Returning: nullptr
<C++ Source> scene/main/node.cpp:1877 @ get_node()
<Stack Trace> DialogicGameHandler.gd:395 @ get_subsystem()
DialogicGameHandler.gd:147 @ @VAR_getter()
world.gd:9 @ @implicit_new()
Which is what makes me think this is a bug of some kind.
To Reproduce
- Go to main game script.
- Define a variable as a variable you have in Dialogic according to the docs
- Try to run that string as a Dialogic.start()
- See error.
Expected behavior
I expected the Dialogic.start() to replace the variable, in this case, the test_test variable with the string in the Dialogic editor.
Essentially, run the specific timeline I have as that test_test variable.
Screenshots
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System (please complete the following information):
- OS: Windows
- Godot Version: 4.4.1
- Dialogic Version: 2.0 alpha 16