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A forum post by mmdev5 - Liam

Hey,

As Pablo says, the way to do this is to use the number value.

It starts at 0, so this would be your "no" state. When the variable is zero, the player hasn't completed the event in the other scene. If you plug the value of this variable into the power of your dialogue prompts, it will set their power to zero, so they'll be disabled.

Then, when the player completes the event, you set it to 1. Now, anything that variable is wired into will get a positive signal -- if you wire it into the power of your dialogue logic then it will turn on, because the player completed the event.

Hope that helps :)

- Liam

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