Search found 12 matches
- 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 ...
- 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??
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??
- 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 ...
- 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...
- 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.
Right now all active quests show in the HUD.
- 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.
- 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...
- 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 ...
- 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 ...
- 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 ...