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Bug
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Resolution: Incomplete
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None
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1.18.12 Hotfix
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None
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Unconfirmed
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Xbox
Details
So as you may or may not know, there was a command introduced into the bedrock version known as "/dialogue" not too long ago. Recently I have been experimenting with it and figured out that you can open other NPC screens using it. In my head, I said to myself, this is great, you're able to create a full conversation using this feature. However, game creating me speaking said, this is also extra entities in the world and can cause lag. So of course I came to a solution, that didn't turn out as I expected. I wanted to abuse the NPC's ability to run multiple commands using 1 button, therefore I decided, why don't we only make the entity "exist" in the world, when and as it is needed? To do this, I ran /structure load structure_name x y z and then followed it with a /dialogue open @e[type=npc,tag=test2] @p. Logically, this works. Realistically, it presented problems. It loaded the NPC correctly, however it also failed to load the NPC's dialogue screen (which I assume is because it "didn't exist" in those brief moments it loads the NPC. However, it caused an issue where the original dialogue screen from the 1st NPC is on the screen and cannot be closed from the screen without a game reset.
Steps to reproduce
- Create 2 NPCs in the world.
- Edit the NPCs to tell them apart (I simply renamed them to #1 and #2)
- Tag the NPCs to easily tell the game which one is which
- Save "#2" as a structure (name it whatever).
- Edit "#1" to have a button that will run the below commands in the same order
/structure load structure_name x y z
/dialogue open @etype=npc,tag=tag_of_#2 @p - Test the button
Expected results
The structure should load (with the NPC included) and the NPC's dialogue (#2) screen should open.
Actual results
The structure loaded (with the NPC included) and the original NPC's (#1) dialogue screen remained and became none closable.