Hi Nathan,
For uSurvival, replace "using UnityEngine.Networking" with "using Mirror". You may want to keep the "#if USE_UNET", and define the scripting symbol USE_UNET (see below). It shouldn't hurt anything as long as you replace UnityEngine.Networking with Mirror.
nathanj wrote: ↑Wed Nov 21, 2018 9:41 pmI'm trying to set up networked quests and am having an issue with the Quest Window. The networked quest is displaying in the Quest Tracker but not in the Detailed Quest Window.
...
So, with that in mind is there anything off the top of your head you can think of that would be the culprit?
Not a clue. They pull quest data from the same source. You can try adding a
Lua Console to the Dialogue Manager. After picking up the quest, press ~+L to open the Lua Console. Then type:
Code: Select all
return CurrentQuestState("Your Quest")
It should return a value such as "active", "successful", or "unassigned".
nathanj wrote: ↑Wed Nov 21, 2018 9:41 pmAlso, in the LUA generator for the "Script" field, fields for NetSet... are not added to the drop down menu. How hard would this be to implement? I mean, its easy enough to use the Quest menu and add "NetSet" to the beginning, so no biggie, but if it wasn't too hard it would be nice.
I'll add that to the "to-do" list. If the scripting symbol USE_UNET is defined, it will add those to the dropdown menu.
nathanj wrote: ↑Wed Nov 21, 2018 9:41 pmAnd finally, in the LUA Networked Command component I noticed that that there are only "Set" commands. I'm guessing that you can't assign conditions based on these networked values then? How do you complete a quest based on variable values? Is this correct?
Use NetSetBool/Number/String to set a variable value on all players. Then you can check the variable value locally since it will be the same for all players.