Hi Explorers, this is a small showcase of the Quest Machine asset in action!
Thanks to Toni. Awesome Asset.
https://twitter.com/DevBrosGames/status ... 73540?s=09
Thanks Cookie
Search found 17 matches
- Sun Mar 14, 2021 5:45 pm
- Forum: Quest Machine
- Topic: Quest Test/WIP - VAST [PC] Showcase
- Replies: 1
- Views: 348
- Thu Mar 11, 2021 7:17 am
- Forum: Quest Machine
- Topic: Quest already Active on scene load
- Replies: 3
- Views: 516
Re: Quest already Active on scene load
Thanks Toni!
I should have responded to close the thread, I found that exact script from some frugal searching... that is indeed what we are using.
Thanks again.
Cookie
I should have responded to close the thread, I found that exact script from some frugal searching... that is indeed what we are using.
Thanks again.
Cookie
- Wed Mar 10, 2021 8:21 am
- Forum: Quest Machine
- Topic: Quest already Active on scene load
- Replies: 3
- Views: 516
Quest already Active on scene load
Hi Toni, It's been a while since I last messaged here on the forums! I see everything is still going strong! Still love the asset, and now we are pursuing QM as a full feature inside our game. Anyway... I had a simple question. We wanted to know if we could have a quest already pre-loaded or active ...
- Fri Feb 14, 2020 9:18 am
- Forum: Dialogue System for Unity
- Topic: Dialogue System - Journal and Details
- Replies: 3
- Views: 641
Re: Dialogue System - Journal and Details
Hiya, I think I got it working, essentially somehow between my workings - the children of the Quest Journal UI inside Quest machines prefab had been switched to in-Active. I tested it all a second ago, and it seems to be working as desired. So what is the reasoning behind the duplicate Dialogue UI ?...
- Fri Feb 14, 2020 6:43 am
- Forum: Dialogue System for Unity
- Topic: Dialogue System - Journal and Details
- Replies: 3
- Views: 641
Dialogue System - Journal and Details
Hi, Apologies again for a silly question. I had the line "gameobject.GetComponent<QuestJournal>().ShowJournalUI(); or HideJournal();" to open or close the Journal when I was using Quest Machine and it would display the Quests along with the details and button options. As I am technically n...
- Tue Feb 11, 2020 12:17 pm
- Forum: Dialogue System for Unity
- Topic: Dialogue Conversations
- Replies: 12
- Views: 1335
Re: Dialogue Conversations
Absolutely fantastic! Managed to fix the issue with your help.
I can now push on with the project.
Tony, thanks again! And kudos for putting together that example package for me. Really impressive customer service!
Regards,
Cookie
I can now push on with the project.
Tony, thanks again! And kudos for putting together that example package for me. Really impressive customer service!
Regards,
Cookie
- Tue Feb 11, 2020 10:09 am
- Forum: Dialogue System for Unity
- Topic: Dialogue Conversations
- Replies: 12
- Views: 1335
Re: Dialogue Conversations
WoW! Thank you!
I will follow this to the letter and let you know the outcome.
Regards!
Cookie
I will follow this to the letter and let you know the outcome.
Regards!
Cookie
- Mon Feb 10, 2020 1:47 pm
- Forum: Dialogue System for Unity
- Topic: Dialogue Conversations
- Replies: 12
- Views: 1335
Re: Dialogue Conversations
No worries. I am out of the office and not accessing the project until back at my desk tomorrow, I will reconvene with this issue tomorrow. I did see you suggest to either have the dialogue manager object in the hierarchy OR to attach the database and link it in the quest details section. Literally ...
- Mon Feb 10, 2020 11:38 am
- Forum: Dialogue System for Unity
- Topic: Dialogue Conversations
- Replies: 12
- Views: 1335
Re: Dialogue Conversations
Really sorry! But I have done everything. And I cannot get the Quest Machine to link to Dialogue manager..... Its so annoying. I have everything linked up and even managed to create a conversation and add all the script triggers i.e. GiveQuest("quest giver", "exploreArea") - Noth...
- Mon Feb 10, 2020 10:14 am
- Forum: Dialogue System for Unity
- Topic: Dialogue Conversations
- Replies: 12
- Views: 1335
Re: Dialogue Conversations
Ok, so went a roundabotu way of doing it... I selected create Conversation from Quest Machine instead of setting a quest/item from Dialogue Manager... Is that a reasonable way of doing the same thing?