Search found 96 matches
- Tue Jul 05, 2022 11:37 am
- Forum: Dialogue System for Unity
- Topic: Dialogue no longer displayed, replaced by Quest window
- Replies: 2
- Views: 220
Dialogue no longer displayed, replaced by Quest window
Hi again! I don't know what I've done, as this was all working fine before today! When I enage in a conversation with an NPC, using DialogueSystemQuestGiver.StartDialogueWithPlayer, it no longer brings up the Dialogue window. Rather, it brings up the Quest Machine "Quests" window, with two...
- Fri Jul 01, 2022 2:47 pm
- Forum: Quest Machine
- Topic: Quest machine inspectors broken
- Replies: 2
- Views: 466
Re: Quest machine inspectors broken
Ah, I suspected as much! Thanks you Tony!
- Fri Jul 01, 2022 2:08 pm
- Forum: Dialogue System for Unity
- Topic: Starting conversation, dialog does not show or enable the mouse cursor
- Replies: 3
- Views: 348
Starting conversation, dialog does not show or enable the mouse cursor
Hello again! I'm having a strange issue with my Dialogues. Everything seems to work great, and the first few characters I've made converse happily with my player. There seems to come a point when something goes weird, and I engage in a Dialogue conversation and the mouse cursor is not enabled. I see...
- Fri Jul 01, 2022 1:02 pm
- Forum: Quest Machine
- Topic: Quest machine inspectors broken
- Replies: 2
- Views: 466
Quest machine inspectors broken
Hello!
I've installed Unity 2021.3.4f1, and whether related or not, my Quest Machine inspectors have gone a bit funny!
Any idea how to fix this?
Thanks again!
I've installed Unity 2021.3.4f1, and whether related or not, my Quest Machine inspectors have gone a bit funny!
Any idea how to fix this?
Thanks again!
- Tue May 10, 2022 12:53 pm
- Forum: Quest Machine
- Topic: QuestGiver "HasOfferableOrActiveQuest" returns true even if Quest "Offerable" condition not met
- Replies: 1
- Views: 770
Re: QuestGiver "HasOfferableOrActiveQuest" returns true even if Quest "Offerable" condition not met
Nope, again, user error!
Nothing to see here, move along!
Nothing to see here, move along!
- Tue May 10, 2022 12:29 pm
- Forum: Quest Machine
- Topic: QuestGiver "HasOfferableOrActiveQuest" returns true even if Quest "Offerable" condition not met
- Replies: 1
- Views: 770
QuestGiver "HasOfferableOrActiveQuest" returns true even if Quest "Offerable" condition not met
Hi again! I have an issue, in that DialogQuestGiver.HasOfferableOrActiveQuest() is returning "true", even though the only Quest associated to the QuestGiver has an Offer Condition that is not met. My Quest (Quest2) has an Offer Condition based on the state of Quest1, and Condition Count Mo...
- Mon May 09, 2022 2:33 pm
- Forum: Quest Machine
- Topic: Track multiple interactions with Quest Giver within a single Quest
- Replies: 2
- Views: 877
Re: Track multiple interactions with Quest Giver within a single Quest
Okay, bit of user error here - somehow, I'd managed to join the Fetch Item node to the Success node! The connector was behind the nodes, so I didn't see it. My bad! I've used the SetQuesterQuestNodeState LUA function in my dialogue to move the 2nd "Talk to NPC" node to success, and it's al...
- Mon May 09, 2022 11:32 am
- Forum: Quest Machine
- Topic: Track multiple interactions with Quest Giver within a single Quest
- Replies: 2
- Views: 877
Track multiple interactions with Quest Giver within a single Quest
Hi again! I have a Quest that has a structure a bit like this: Quest Start > Talk to Quest Giver > Fetch Item > Return to Quest Giver > Quest Complete I have a Message Condition on "Talk to Quest Giver", looking for the "Discussed Quest" message. I have a Condition on Fetch Item ...
- Sat May 07, 2022 9:53 am
- Forum: Dialogue System for Unity
- Topic: MessageSystem "Send Message" LUA function in Dialogue?
- Replies: 3
- Views: 615
Re: MessageSystem "Send Message" LUA function in Dialogue?
Perfect, thank you again!
- Wed May 04, 2022 11:01 am
- Forum: Dialogue System for Unity
- Topic: MessageSystem "Send Message" LUA function in Dialogue?
- Replies: 3
- Views: 615
MessageSystem "Send Message" LUA function in Dialogue?
Hi again! I was wondering if there's a way to send a message using the MessageSystem, directly within Dialog? I'd like to send a message if a particular dialogue node is reached during a conversation, as I have a listener Component waiting for such a message to enable and spawn various collectable p...