Search found 23 matches
- Thu Mar 16, 2023 7:59 am
- Forum: Quest Machine
- Topic: Quest HUD content not ordered correctly (QM 1.2.33)
- Replies: 2
- Views: 1108
Re: Quest HUD content not ordered correctly (QM 1.2.33)
Just a note because I thought to try it after making this post--checking "Use Groups" on the Unity UI Quest HUD component and assigning the "trench" group to the trench quest and "race" group to the race quest did not fix the issue.
- Thu Mar 16, 2023 7:54 am
- Forum: Quest Machine
- Topic: Quest HUD content not ordered correctly (QM 1.2.33)
- Replies: 2
- Views: 1108
Quest HUD content not ordered correctly (QM 1.2.33)
Hi, I'm running into an issue in our game where the quest HUD text gets out of order when a quest updates. At first, the player has two quests: "Dark Trench" and "A need for speed." Each has a header and body text for the HUD entry: https://i.imgur.com/S0Zfk2K.png Then, a quest n...
- Thu Mar 02, 2023 1:38 pm
- Forum: Quest Machine
- Topic: Best practice for a quest that can be retried?
- Replies: 7
- Views: 1280
Re: Best practice for a quest that can be retried?
Ah whoops! I should have read a little closer, too. Thanks as always!
- Thu Mar 02, 2023 11:43 am
- Forum: Quest Machine
- Topic: [Bug] Quest node conditions don't stop checking when node is set to inactive
- Replies: 1
- Views: 823
[Bug] Quest node conditions don't stop checking when node is set to inactive
I have a quest setup detailed in this thread: https://www.pixelcrushers.com/phpbb/viewtopic.php?f=9&t=6747 After fixing the issue in that thread, however, I noticed that the quest can skip to the "win" node being true (and then on to the Success node) after the first time the player lo...
- Thu Mar 02, 2023 11:09 am
- Forum: Quest Machine
- Topic: Best practice for a quest that can be retried?
- Replies: 7
- Views: 1280
Re: Best practice for a quest that can be retried?
Hey Tony,
Just a heads up: I updated to 1.2.34 from the Asset Store today and actually did end up having to re-apply that change. m_isCheckingConditions was moved back to the bottom after importing the package, and I ran into the same issue as above. Applying the change fixed it though!
Just a heads up: I updated to 1.2.34 from the Asset Store today and actually did end up having to re-apply that change. m_isCheckingConditions was moved back to the bottom after importing the package, and I ran into the same issue as above. Applying the change fixed it though!
- Wed Mar 01, 2023 4:18 pm
- Forum: Quest Machine
- Topic: Best practice for a quest that can be retried?
- Replies: 7
- Views: 1280
Re: Best practice for a quest that can be retried?
Aha, seems I managed to bump into a little bug here. If the condition being checked for is true when the node is activated and starts checking for conditions, the node state changes to True before m_isCheckingConditions is set to true, so the call to SetConditionChecking in SetState that should disa...
- Wed Mar 01, 2023 3:54 pm
- Forum: Quest Machine
- Topic: Best practice for a quest that can be retried?
- Replies: 7
- Views: 1280
Re: Best practice for a quest that can be retried?
Just came here to say I've tried that approach and while the journal text does remain visible (yay!), the lua condition check nodes still fail to progress on the second go. I've tested and the value is still false but for some reason the condition nodes get stuck active. Screenshot 2023-03-01 at 3.5...
- Wed Mar 01, 2023 3:18 pm
- Forum: Quest Machine
- Topic: Best practice for a quest that can be retried?
- Replies: 7
- Views: 1280
Best practice for a quest that can be retried?
I am trying to set up a quest in which the player must talk to an NPC to start a race, do the race, then return to the NPC to check whether they were fast enough. If they fail, the quest should continue to display in the quest log with a message like "Win the race." The player should be ab...
- Mon Jan 16, 2023 12:41 pm
- Forum: Quest Machine
- Topic: Generated quest {TARGETDESCRIPTOR} in dialogue incorrect
- Replies: 7
- Views: 884
Re: Generated quest {TARGETDESCRIPTOR} in dialogue incorrect
Regarding your hacked-in extra functionality, let me know if any C# event hooks or virtual methods would allow you to add that functionality without having to directly modify Quest Machine / Dialogue System scripts. In the long run, it'll make life easier for your game because you won't have to kee...
- Tue Dec 13, 2022 4:47 pm
- Forum: Quest Machine
- Topic: Generated quest {TARGETDESCRIPTOR} in dialogue incorrect
- Replies: 7
- Views: 884
Re: Generated quest {TARGETDESCRIPTOR} in dialogue incorrect
That did the trick! Thanks for the swift fix as always!!