Spielerando

Make sure an important radio line is not lost when combat cuts it off

Mid-fight, a more urgent shout interrupts the voice that was explaining where to go next. The game then marks that line as heard, and the player never learns it. Here is how your AI decides when a cut-off line counts as heard, when it must come back, and what to throw away.

Why this works

A line has been heard only when the player really took it in. Marking it heard when it starts is a promise nobody kept. Deciding by how much was spoken, and letting only the important lines come back, keeps the story whole without letting old chatter pile up.

When not to use it

Skip it when voice is only decoration, or when everything may be replayed from a log or a menu anyway. In a fast fight, a line that comes back late can also confuse more than help, so let it go and put the hint on screen instead.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • A diagram of every state
  • 44 lines of example code with 5 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Make sure an important radio line is not lost when combat cuts it off" (read_entry interrupted-story-line-must-not-be-lost) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP