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vscript talkers take priority over regular talkers. so if you recreate the exact same criteria as the world dialogue but have an empty scene as the response then it effectively disables it
i dont think so
You SHOULD use applycontext normally and then set applyworldcontext = true
Since Valve only checks if applyworldcontext in an if statement to determine to set it to world spawn or firing entity
Cite:
In rr_ProcessResponse:
local applycontext = null
local applycontexttoworld = false
if ( "applycontext" in resp )
{
applycontext = resp.applycontext
}
if ( "applycontexttoworld" in resp )
{
applycontexttoworld = resp.applycontexttoworld
}
[---snip---]
if ( "scenename" in resp )
{
scene = resp.scenename
local Func = func
if ( applycontext )
func = @( speaker, query ) g_rr.rr_ApplyContext( speaker, query, applycontext, applycontexttoworld, Func )
}
if ( ( "context" in contextData ) && ( typeof contextData.context != "table" ) )
{
local duration = contextData.duration
if ( duration == 0 )
duration = -1
if ( contexttoworld )
{
local world = Entities.FindByClassname( null, "worldspawn" )
if ( world )
world.SetContext( contextData.context, contextData.value.tostring(), duration )
}
else
speaker.SetContext( contextData.context, contextData.value.tostring(), duration )
}
I spent 8 hours of my life figuring this out, I hope nobody will make the same mistakes as me again.