Hello,
We've implemented a classic "insert code" section on the game, and the way I did was simply creating one conversation with 5 options (1, 2, 3, 4, 5) and implementing 4 ActionLists that saved the selected button in one of four integers inside a "Variable" gameObject in the Scene, with the last one checking if all 4 variables from the gameobject had the correct value.
However, while the first time the value changes, after that the game basically blocks and just repeats the conversation on repeat, without changing any variable and blocking the player, basically.
tl;dr
Adventure Creator version: 1.80.4
Objects in scene:
Numbers: "Variables" Prefab that contains 4 integers, "Code_1, Code_2, Code_3, Code_4", all iniciated at 0.
The idea was that "InteractWithPanel_1" opens the conversation, then we save the chosen value in "Code_1", call the ActionList "InteractWithPanel_2", and so on, until the 4th one at the end checks if the 4 "Code" variables are correct.
We fixed this by basically creating 4 Conversations, each one with the same 5 options and using a different one for each ActionList "InteractWithPanel, but this seems like such a weird workaround that I thought I'd let know of this behaviour. If it actually is expected behaviour, I apologize for the message and you can close the thread.
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Comments
I'd need to see the ActionList logic / Conversation settings to get a handle on exactly how you're achieving this, but a single Conversation object should be enough. So long as you have Override options? checked, a single Cutscene could contain 4 Dialogue: Start converation Actions that chain together.
Incidentally: a "combo luck" puzzle example can be found in the "Puzzle template Simple examples" package over on the Downloads page.