Thanks Tony!
I moved the action from the "Active" state to the "True" state, and it's working as expected!
Search found 96 matches
- Wed Mar 06, 2024 4:11 pm
- Forum: Quest Machine
- Topic: Problems using "Messages" to notify player of "New Quest" and "Completed Quest"
- Replies: 8
- Views: 976
- Wed Mar 06, 2024 12:40 pm
- Forum: Quest Machine
- Topic: Problems using "Messages" to notify player of "New Quest" and "Completed Quest"
- Replies: 8
- Views: 976
Problems using "Messages" to notify player of "New Quest" and "Completed Quest"
Hi! I'm trying to use "Messages" to let the player know when a new quest is received, and when a quest is completed. I have a "Notification Manager" component that has public methods that show a message on screen and plays a sound. Alongside that component, I have a "Message...
- Mon Jul 17, 2023 4:47 am
- Forum: Quest Machine
- Topic: Prefab error in Invector sample inventory
- Replies: 1
- Views: 511
Prefab error in Invector sample inventory
Hi! I've just created a new project with Quest Machine (1.2.38.2) and Invector TPS (2.6.2c). I noticed a console error when importing the Quest Machine Invector 3rd party support package: Error while saving Prefab: 'Assets/Pixel Crushers/Quest Machine/Third Party Support/Invector Support/Scripts/Que...
- Sun May 14, 2023 11:24 am
- Forum: Quest Machine
- Topic: SaveSystem and Additive Scene Loading
- Replies: 5
- Views: 1186
Re: SaveSystem and Additive Scene Loading
Superb, thanks Tony! That makes complete sense, and means I can also keep my additive loading code as is, and handle the ApplyData and dataApplied stuff nice and clean. Absolutely brilliant mate, thank you again. And sorry to disturb your Sunday. I'll keep new questions to the working week from now ...
- Sun May 14, 2023 10:10 am
- Forum: Quest Machine
- Topic: SaveSystem and Additive Scene Loading
- Replies: 5
- Views: 1186
Re: SaveSystem and Additive Scene Loading
Thanks Tony. By that, I mean when I call SaveSystem.LoadFromSlot(), it's loading up the "Base Scene", rather than the "Master Scene". I assume because as part of the additive loading process, I make "Base Scene" the active scene (SceneManager.SetActiveScene()). Does tha...
- Sun May 14, 2023 9:56 am
- Forum: Quest Machine
- Topic: How to determine when Saver has been applied?
- Replies: 3
- Views: 897
Re: How to determine when Saver has been applied?
DOH! Staring me right in the face! Thanks Tony!
- Sun May 14, 2023 6:42 am
- Forum: Quest Machine
- Topic: SaveSystem and Additive Scene Loading
- Replies: 5
- Views: 1186
SaveSystem and Additive Scene Loading
Hi again! Sorry to raise two tickets in one day - load / save is my mission this weekend! My project uses additive scene loading. My implementation is to have a "Master Scene" that contains a custom "Additive Scene Loader" component. This component, in the OnStart event, iterates...
- Sun May 14, 2023 5:56 am
- Forum: Quest Machine
- Topic: How to determine when Saver has been applied?
- Replies: 3
- Views: 897
How to determine when Saver has been applied?
Hi! I'm building my Load / Save system using the fantastic SaveSystem components. I have one such component, where I want to run some code when I'm confident that the saver has been applied. For example, if I have a "PositionSaver" on a GameObject, I want to be able to refer to the GameObj...
- Sat Apr 29, 2023 5:40 pm
- Forum: Quest Machine
- Topic: Can't call Quest Control "SetQuestNodeState" from Trigger Event
- Replies: 7
- Views: 2721
Re: Can't call Quest Control "SetQuestNodeState" from Trigger Event
Gotcha, thanks again Tony. I've written a little helper Monobehaviour to handle it.
Great stuff!
Great stuff!
- Sat Apr 29, 2023 9:49 am
- Forum: Quest Machine
- Topic: Can't call Quest Control "SetQuestNodeState" from Trigger Event
- Replies: 7
- Views: 2721
Can't call Quest Control "SetQuestNodeState" from Trigger Event
Hi! I have set up a "Trigger Event" component and a "Quest Control" component. The idea is that when the player enters the trigger area, it will set a particular Quest node state to "Completed". I drag the Quest Control component onto a new "On Trigger Enter" ...