Search found 178 matches
- Fri Feb 22, 2019 9:59 am
- Forum: Quest Machine
- Topic: Error in Loading Journal
- Replies: 8
- Views: 895
Re: Error in Loading Journal
Can you change your script to an editor script that adds the counters and UI content in the editor instead of at runtime? AHHH, that can be a good idea, but....I have no idea how to do it, can you please show me how to do it? Or some references to look for.... This is the one I use right now for yo...
- Fri Feb 22, 2019 9:10 am
- Forum: Quest Machine
- Topic: Error in Loading Journal
- Replies: 8
- Views: 895
Error in Loading Journal
Well, everything works fine now with all the updates on my custom action quest scrips. They save fine and load fine the enum (actual state) ant the int (counter). If I play a loading game WITHOUT ANY CUSTOM NODE works fine also (it loads the game ok) BUT, if I try to load a game where in the editor ...
- Fri Feb 22, 2019 8:36 am
- Forum: Quest Machine
- Topic: Quest Save system
- Replies: 4
- Views: 535
Re: Quest Save system
Don't worry, that's just a one time error when building the game. But I give you more feedback on the day by day level design: When yo copy and paste some gameobject with a saver, it copies the same save key than the other one, so the loading system doesn't work. This is prone to errors when you are...
- Fri Feb 22, 2019 5:35 am
- Forum: Quest Machine
- Topic: Quest Save system
- Replies: 4
- Views: 535
Quest Save system
EDIT: Solved. It was not added to the right Database :) Keep testing.... Hi, on my previos prototype I finished setting up quite good the saving system for the quests / Savers. But on my actual alpha project I'm getting some errors with the same settings. I have some issues, one of them is the follo...
- Thu Feb 21, 2019 7:38 pm
- Forum: Quest Machine
- Topic: Require Return To Complete in Manual (Editor) Quests
- Replies: 5
- Views: 684
Re: Require Return To Complete in Manual (Editor) Quests
ok, I made a very easy custom Condition script also, but what is the difference between
QuestMachineMessages.DiscussQuestMessage
QuestMachineMessages.DiscussedQuestMessage
¿When exactly do they trigger?
Thanks!
QuestMachineMessages.DiscussQuestMessage
QuestMachineMessages.DiscussedQuestMessage
¿When exactly do they trigger?
Thanks!
- Thu Feb 21, 2019 6:14 pm
- Forum: Quest Machine
- Topic: Custom Quest Actions
- Replies: 33
- Views: 3203
Re: Custom Quest Actions
This is awesome, thanks very much for your support.
- Thu Feb 21, 2019 5:43 pm
- Forum: Quest Machine
- Topic: Require Return To Complete in Manual (Editor) Quests
- Replies: 5
- Views: 684
Re: Require Return To Complete in Manual (Editor) Quests
On your answer: For example, to add "require return to complete" to a hand-written quest, currently you must add a new Condition node. Then you must add a MessageQuestCondition that listens for the Discuss Quest message. I add a Message Quest Condition, but what do I have to fill in to com...
- Thu Feb 21, 2019 2:11 pm
- Forum: Quest Machine
- Topic: Custom Quest Actions
- Replies: 33
- Views: 3203
Re: Custom Quest Actions
Tested, it works fine. Now I want to save my counter, but as in the custom saver you helped me to code I return actually the spawner's state as enum, how do I add the int counter? I want to save the enum (state) and the int (counter). Same for loading.... public override string RecordData() { /// Th...
- Thu Feb 21, 2019 11:22 am
- Forum: Quest Machine
- Topic: Custom Quest Actions
- Replies: 33
- Views: 3203
Re: Custom Quest Actions
Thanks, now works great. The counter adds in real time and refresh in the HUD. Yes, regarding to adding counters at runtime will cause problems with saving and loading, I may use them only for UI HUD and I'll have now the "Real" counter on my scripts. Therefore I'll send only one notificat...
- Thu Feb 21, 2019 6:31 am
- Forum: Quest Machine
- Topic: Custom Quest Actions
- Replies: 33
- Views: 3203
Re: Custom Quest Actions
Yes sure, I know you want to able the developer to customise as much as possible but the editor right now has too many fields to fill up for "Basic " staff (Nodes) that are the ones you make 90% of the time for making a big puzzle (all quests) As you are asking me for feedback, in the prio...