Quest Machine/ Dialogue Changing quest nodes
Posted: Wed Aug 09, 2023 10:32 pm
have QM and DS integrated (as well as invector and the help you have provided before) running into issues making things actually work together.
1.) Using Dialogue to Progress quests through nodes (That are made through Quest Machine)
A.) Have tried literally everything having Script (Lua) happen to move quest forward and nothing.
EXAMPLES
SetQuesterQuestNodeState("stableBoyShorted", "Speak to Stable Boy", "Active", "Player")
SetQuestNodeState("stableBoyShorted", "Speak to Stable Boy", "Active")
B.)At same point checking the status of a node (set in conditions to not let things happen in Dialogue)
GetQuesterQuestNodeState("stableBoyShorted", "Speak to the Huntsman", "Player") == "Active"
GetQuestNodeState("stableBoyShorted", "Speak to the Huntsman") == "Active"
They just do not do anything. The only thing that seems to work was changing things to true (But changing things to active would just not happen at all.)
C.) I watch through in runtime and things like I said just do progress through the Quest Machine Nodes.
D.)Sorry if this is answered or gone into detail somewhere else, but I cant find anything.
We are trying to use this, in the quest machine fashion integrated because quest will have both QM messages sent and want dialogue options as well. Are we doing something wrong?
P.S. Simple quests work that are just get this item, check for item (invector) ID etc.
1.) Using Dialogue to Progress quests through nodes (That are made through Quest Machine)
A.) Have tried literally everything having Script (Lua) happen to move quest forward and nothing.
EXAMPLES
SetQuesterQuestNodeState("stableBoyShorted", "Speak to Stable Boy", "Active", "Player")
SetQuestNodeState("stableBoyShorted", "Speak to Stable Boy", "Active")
B.)At same point checking the status of a node (set in conditions to not let things happen in Dialogue)
GetQuesterQuestNodeState("stableBoyShorted", "Speak to the Huntsman", "Player") == "Active"
GetQuestNodeState("stableBoyShorted", "Speak to the Huntsman") == "Active"
They just do not do anything. The only thing that seems to work was changing things to true (But changing things to active would just not happen at all.)
C.) I watch through in runtime and things like I said just do progress through the Quest Machine Nodes.
D.)Sorry if this is answered or gone into detail somewhere else, but I cant find anything.
We are trying to use this, in the quest machine fashion integrated because quest will have both QM messages sent and want dialogue options as well. Are we doing something wrong?
P.S. Simple quests work that are just get this item, check for item (invector) ID etc.