Greetings!
I have two possibly related questions and have not found or discovered practical answers yet so I thought I would post to the crowd to accelerate my education. I hope to repay the kindness forward one day!
First, can anyone explain how "Set Scene" functions under Events? I cannot find documentation explaining this feature. I am wondering if it may help me solve the second and practical question that makes me curious and why I posted as a reply to this post string. My ARIS ignorance is being remedied one way or another every day I keep plugging away, so please forgive it in advance.
I am trying to create "portals" to/from scenes (between a main map and various sites where live the mini-games, successful completion to which unlock additional "trek" scenes that unlock on the main map (to be used as sort of portals to/from these as scenes). I suspect I have some kind of Lock issue, but what I am currently experiencing as I build this architecture is this: Once the user goes via conversation-locked-scene-change from the main map scene to the site (success), completes the mini game there (success), they earn an attribute (success) that is the requirement for unlocking a plaque (success) on the main map page and also changes their scene (success) back to the main map, from which they can access the new "trek" scene (success--but only one time, one way). Once they interact with that scene there is a "portal" (conversation triggering scene change) that takes them back to the main map scene. But from here I face two varieties of failure. One of two things have happened as I tweak. Either the ability to tunnel back to my trek scene is disabled (the plaque is there but no longer triggers the scene change--it appears to be a one-time trip) or I get tunneled all the way back to the butt end of the first site/scene that I successfully completed but stuck in a dead end without the ability to scene-change back to the main map. The latter has happened most recently.
Locks used:
Player has at least 1 Trek Attribute
unlocks Trek plaque.
Player has already viewed Trek plaque
unlocks scene change to Trek.
If this logic makes sense to anyone, can you spot my flaw and/or suggest a course of action?
I don't want the plaque/scene change combination (what I like to think of as a "portal") to be one-time, one-way. I want my user to be able to explore various scenes at their discretion, always able to connect back any of them through the starting scene I have dubbed the main map. I thought I set that up, but apparently not. If there were a way to flip off that the scene-change-triggering plaque has been viewed, then I feel that might solve the problem from a practical (if not elegant) standpoint? But my options under plaque Events do not seem to afford that. And I don't want to take away the attribute that enables the user to gain access to their unlocked trek--that would force them to go and play through an entire mini-game experience at their first site. And if I pin the lock to a particular conversation line, the issue again is that once the player has viewed it at any point in their experience, that Lock will remain unlocked. So is there a general rule of thumb about how to do this more elegantly?
Again, I'm still work-learning through this, but am ripe for suggestions.
Meantime I'm going to try to replace the View Plaque with a one-dimensional Conversation locking the Scene Change, but this seems to introduce twice as much clicking for the user as one might expect and I think I'll still have the viewed-conversation-line problem.
Cheers!