13) Okay, I either don't get a feature here or I encountered another bug.
It's about the timeline this time:
Basically, I want the player to run across a certain point (if player overlaps...), then start a timeline event that feeds into a textbox, so we can spin the story further if the player has reached a certain point in the layout.
The problem is: I want the timeline to run once and then be gone. So if I go back and overlap that point again, I don't want to invoke the timeline AGAIN, cause I don't need to hear that part of the story twice.
So there's a Delete Checkbox in the timeline event and I thought this would be exactly what I'm looking for - so if I run cross that point, it'll run the timeline parameter and delete it afterwards. Then it'll run the next timeline param and delete it afterwards, etc.
But that's not happening. And if I re-enter the timeline object after I checked the 'Delete' checkbox, it's unchecked again.
So:
1) Is this feature supposed to do what I'm thinking it should do?
2) Is this a bug or am I misinterpreting that feature?