Search found 12 matches

by Ant
Wed Sep 22, 2021 9:10 am
Forum: Dialogue System for Unity
Topic: Can't Access Namespace
Replies: 6
Views: 2032

Re: Can't Access Namespace

Hi Tony, I'm mostly self-taught in C# so terminology wise, I'm atrocius, or atroc#ius if you will... I'm not sure what you mean by "add a reference to the DS asmdef from the QM asmdef" In the DialogueSystemQuestMachineBridge script, it can access the dialogue system namespace (asmdef?), I ...
by Ant
Wed Sep 22, 2021 5:21 am
Forum: Dialogue System for Unity
Topic: Can't Access Namespace
Replies: 6
Views: 2032

Re: Can't Access Namespace

Spoke too soon...

Just installed the "Dialogue System Support" packages (from Common & Quest Machine) and the issue has reappeared. So installing those seems to make the DialogueManager.cs (and other scripts) unreachable...

Any ideas??
by Ant
Wed Sep 22, 2021 5:06 am
Forum: Dialogue System for Unity
Topic: Can't Access Namespace
Replies: 6
Views: 2032

Re: Can't Access Namespace

Howdy Tony, thanks for your reply. I tried installing the suggested package but it didn't seem to rectify the issue. I ended up uninstalling all Pixel Crusher packages, updating everything then reinstalling - I can now access the PixelCrushers asmdefs and vice versa - just need to set up everything ...
by Ant
Tue Sep 21, 2021 5:01 am
Forum: Dialogue System for Unity
Topic: Can't Access Namespace
Replies: 6
Views: 2032

Can't Access Namespace

Howdy, I need to update variables from my own scripts but I'm having a problem accessing the DialogueManager namespace - well, any PixelCrushers scripts really. All the files remain as "Miscellaneous" in Visual Studio. I've tried rebuilding the project solution and moving the Pixel Crusher...
by Ant
Fri Jul 16, 2021 5:34 am
Forum: Quest Machine
Topic: Multiple active quests at once
Replies: 7
Views: 3236

Re: Multiple active quests at once

Hi, I can't seem to find how to have only one active/tracked quest - is there a toggle?

Right now all active quests show in the HUD.
by Ant
Tue Jun 09, 2020 12:41 pm
Forum: Quest Machine
Topic: [SOLVED] Discussed Quest - skipped
Replies: 12
Views: 2017

Re: [SOLVED] Discussed Quest - skipped

Wonderful, thanks for all of your help Tony.
by Ant
Tue Jun 09, 2020 11:51 am
Forum: Quest Machine
Topic: [SOLVED] Discussed Quest - skipped
Replies: 12
Views: 2017

Re: [PROBLEM] Discussed Quest - skipped

Hey Tony, I may have figured it - multiple colliders? My player has a box collider (trigger) but also a character controller, that create a collider at runtime I believe. I tried disabling the box collider at run time and it seems to be ok... Could this be the issue, the quest giver is being trigger...
by Ant
Tue Jun 09, 2020 11:45 am
Forum: Quest Machine
Topic: [SOLVED] Discussed Quest - skipped
Replies: 12
Views: 2017

Re: [PROBLEM] Discussed Quest - skipped

Hi Tony, I set up a new project and couldn't replicate the problem - I'll try deleting Quest Machine from my real project and starting from scratch tomorrow. One bug I did notice though - if you don't set the Headings (Quest title, usually) and leave the body text for the journal blank, it seems to ...
by Ant
Tue Jun 09, 2020 10:17 am
Forum: Quest Machine
Topic: [SOLVED] Discussed Quest - skipped
Replies: 12
Views: 2017

Re: [PROBLEM] Discussed Quest - skipped

Hi Tony, Right now, yes, the player initiates conversation just by entering the collider. As soon as the player gets close, the dialogue pops up (which is fine for now) but the message shown is the quest's success dialogue, not the dialogue for the penultimate node... I've copied and pasted a quest ...
by Ant
Tue Jun 09, 2020 8:58 am
Forum: Quest Machine
Topic: [SOLVED] Discussed Quest - skipped
Replies: 12
Views: 2017

Re: [PROBLEM] Discussed Quest - skipped

Hi Tony, sure, thanks for taking a look... 1 - Player accepts the quest 2 - Player has touched the rock (collider, trigger event) 3 - The INSTANT the player enters the Quest Giver collider, all nodes turn green. (Also, as a side question - whenever player returns to quest giver after completing the ...