Scene goes like this - Soldier patrols deck of ship, GuardPatrol, if player gets too close is warned off. Soldier goes to eat only between 13:00 to 14:00, soldier sleeps on deck too GuardSleep. Player has 3 options...
1. Kill the soldier. If player chooses this then a variable is set to 1 and when player gets inside ship another soldier forcegreets the player, the dialogue is routed to reflect player's action- This works with the simple variable check.
2. Player waits until soldier goes to eat. Player picks the door while soldier is inside, gets inside and is forcegreeted, again dialogue is routed to the correct block, this block having GetCurrentTime checks of >=13.00 AND <=14.00. This works too.
3. Player sneaks past soldier while soldier patrols (not in soldier's lunch hour, not killing the soldier). This is the issue. This block doesn't appear the whole dialogue quits and because it was never finished the forcegreeting soldier stays put until player passes again and restarts the forcegreet. I must have looked at the conditions a 100 times and can't see what is wrong. Need fresh eyes and opinions please.
https://skydrive.live.com/?cid=b60c11d037429d8e#cid=B60C11D037429D8E&id=B60C11D037429D8E%2130655&v=3
The global variable is checking whether the soldier on deck hasn't been killed. I'm not sure if I need the GetCurrentTime conditions, still trying to get my head around it.
Thanks.
EDIT: Wait a second shouldn't those conditions be ORed?