NPCTalk is a global variable set at 0 default.
Talk1, Talk2, Talk3 are family instance variables that contain the text said NPC is to speak.
TalkNum is a family instance variable that contains how many times the NPC is to talk.
The idea is, player presses action key to talk to NPC.
NPC talks and NPCTalk = 1
If player presses another key, either:
1) Stop talking if NPC TalkNum is 1
2) Continue talking if NPC TalkNum is 2.
It works until Keyboard->On any key pressed
*-> If NPCs Talk Num = 1 then blah
*-> Else -> Trigger Once then type Talk2.
The NPC I'm trying to talk to has TalkNum set to 2 and is meant to talk twice. But he isn't. It will talk once and is definitely breaking into the If NPCs Talk Num = 1 branch. It never goes into the Else. Its not accessing the proper NPC family member that has TalkNum set to 2.
Any solution for this? Am I missing something? I clearly have it so NPCs is being accessed by collision. It should only be referencing the NPC with TalkNum set to 2.