Search found 36 matches
- Tue Apr 23, 2024 11:06 am
- Forum: Love/Hate
- Topic: How to display FactionMember PADs
- Replies: 9
- Views: 401
Re: How to display FactionMember PADs
Another thing. It looks like this below code only fetches the FactionMembers that are currently in the scene. FactionManager.instance.members Is there a way to fetch all faction members regardsless of they are located on the scene? I want to track how the "villages" behaves and feels just ...
- Tue Apr 23, 2024 10:24 am
- Forum: Quest Machine
- Topic: Spawner does not accept prefab
- Replies: 3
- Views: 293
Re: Spawner does not accept prefab
Thank you, my bad, works now.
- Tue Apr 23, 2024 9:43 am
- Forum: Quest Machine
- Topic: Spawner does not accept prefab
- Replies: 3
- Views: 293
Spawner does not accept prefab
Hello,
I cannot add the chest prefab to the spawner object. It refuses to accept it in Spawned entities array.
I think I have setup the prefab correctly (according to video).
I cannot add the chest prefab to the spawner object. It refuses to accept it in Spawned entities array.
I think I have setup the prefab correctly (according to video).
- Tue Apr 23, 2024 5:56 am
- Forum: Quest Machine
- Topic: Start quest dialog with space key
- Replies: 3
- Views: 268
Re: Start quest dialog with space key
Thank you! If anyone wonders how I made it work is that I added this script to the player: using UnityEngine; using PixelCrushers.QuestMachine; public class CharacterQuestGiverActivation : MonoBehaviour { private QuestGiver currentQuestGiver; private void Update() { if (currentQuestGiver != null &am...
- Tue Apr 23, 2024 4:42 am
- Forum: Quest Machine
- Topic: How to abandon a quest programatically?
- Replies: 1
- Views: 234
Re: How to abandon a quest programatically?
Nevermind, I forgot to check the box "abandonable". Works now.
- Tue Apr 23, 2024 3:47 am
- Forum: Quest Machine
- Topic: How to abandon a quest programatically?
- Replies: 1
- Views: 234
How to abandon a quest programatically?
Hello, How can I abondon a quest programatically? I am printing out my currently accepted quests in my own UI canvas using the script below and the button is connected to the AbandonQuest method. Both Journal and selectedQuest is set and I get no errors but the quest is not abandoned. using UnityEng...
- Mon Apr 22, 2024 7:15 pm
- Forum: Quest Machine
- Topic: Start quest dialog with space key
- Replies: 3
- Views: 268
Start quest dialog with space key
Hello,
Currently all Quest interactions are started by colliding with the NPC trigger collider. I want to only start the process when I stand close to the NPC (perhaps when colliding) and the.hit for example space key on the keyboard.
Currently all Quest interactions are started by colliding with the NPC trigger collider. I want to only start the process when I stand close to the NPC (perhaps when colliding) and the.hit for example space key on the keyboard.
- Mon Apr 22, 2024 4:38 pm
- Forum: Quest Machine
- Topic: Quest is not shown in journal
- Replies: 9
- Views: 380
Re: Quest is not shown in journal
A brilliant, will try it out.
Thank you!
Thank you!
- Mon Apr 22, 2024 1:57 pm
- Forum: Quest Machine
- Topic: Quest is not shown in journal
- Replies: 9
- Views: 380
Re: Quest is not shown in journal
Ah great, that will be handy.
I am trying to get quest giver object, how can I get that?
I am trying to get quest giver object, how can I get that?
- Mon Apr 22, 2024 12:21 pm
- Forum: Quest Machine
- Topic: Quest is not shown in journal
- Replies: 9
- Views: 380
Re: Quest is not shown in journal
I tried your code and it displays the quests in the journal if I use the below code. using UnityEngine; using UnityEngine.UI; using System.Collections.Generic; using PixelCrushers.QuestMachine; public class UIQuestsList : MonoBehaviour { [SerializeField] private GameObject itemPrefab; [SerializeFiel...