Search found 16 matches

by Sumosake
Sat Oct 26, 2024 11:49 am
Forum: Dialogue System for Unity
Topic: CURRENTQUESTSTATE NOT RESOLVING
Replies: 3
Views: 83

Re: CURRENTQUESTSTATE NOT RESOLVING

Thanks Tony! LUA Console Window is super useful! The whole issue was just me... I rewatched some videos and found all my GetQuestNodeState conditions were all missing??? I swear these conversations were working last week. Not sure what I did but it's all working again. Thanks again for all you do!
by Sumosake
Fri Oct 25, 2024 8:03 am
Forum: Dialogue System for Unity
Topic: CURRENTQUESTSTATE NOT RESOLVING
Replies: 3
Views: 83

CURRENTQUESTSTATE NOT RESOLVING

For some reason, in my Conversations when checking the Condition... CurrentQuestState("QUEST") == "assigned" is not being resolved. It has worked the past, so I know I inadvertently checked or unchecked something. Same issue with == "success". HasQuest("QUEST"...
by Sumosake
Mon Oct 21, 2024 4:12 pm
Forum: Dialogue System for Unity
Topic: MANUAL CONVERSATION LINK TO PROCEDURALLY GENERATED CONVERSATION
Replies: 17
Views: 317

Re: MANUAL CONVERSATION LINK TO PROCEDURALLY GENERATED CONVERSATION

Is there functionality within QM to get the Procedurally Generated Quest - QuestID or do I need to write a custom LUA or Method to get this information? DS Conversation runs and I can Link to the Procedural Generated Conversation and successfully accept the quest. Quest is in the player's journal. W...
by Sumosake
Mon Oct 21, 2024 10:46 am
Forum: Dialogue System for Unity
Topic: MANUAL CONVERSATION LINK TO PROCEDURALLY GENERATED CONVERSATION
Replies: 17
Views: 317

Re: MANUAL CONVERSATION LINK TO PROCEDURALLY GENERATED CONVERSATION

Thats all it was! Updated the ID field and it worked. When I was using the DialogueSystemQuestGiver Component, I left the ID and Display name blank. Obviously, QM is different and I need to stay consistent throughout my project. I'll have to rewatch the QM tutorials/documentation and adjust accordin...
by Sumosake
Mon Oct 21, 2024 7:51 am
Forum: Dialogue System for Unity
Topic: MANUAL CONVERSATION LINK TO PROCEDURALLY GENERATED CONVERSATION
Replies: 17
Views: 317

Re: MANUAL CONVERSATION LINK TO PROCEDURALLY GENERATED CONVERSATION

Good Morning,

GameObject is "FLYNN" and QuestGiver.ID is blank/null.

Does the QuestGiver.ID default to ActorID if blank? In this case ActorID is 16.

Thanks
by Sumosake
Sun Oct 20, 2024 3:13 pm
Forum: Dialogue System for Unity
Topic: MANUAL CONVERSATION LINK TO PROCEDURALLY GENERATED CONVERSATION
Replies: 17
Views: 317

Re: MANUAL CONVERSATION LINK TO PROCEDURALLY GENERATED CONVERSATION

Tony, Sorry for the long winded reply but I wanted to show my details... I believe the issue is the Procedurally Generated Quest is not being added to the correct Component. ( QuestListContainer or QuestGiver) Reference Tags: {DOMAIN} {TARGETDESCRIPTOR} these TAGS resolve correctly when I call the c...
by Sumosake
Sun Oct 20, 2024 10:34 am
Forum: Dialogue System for Unity
Topic: MANUAL CONVERSATION LINK TO PROCEDURALLY GENERATED CONVERSATION
Replies: 17
Views: 317

Re: MANUAL CONVERSATION LINK TO PROCEDURALLY GENERATED CONVERSATION

When I downloaded the current version of QM. I obviously failed to run the 3rd Party Support Intergration packages. I just did that and now the LUA dropdown menu shows. However, when I LINK to the (PGC) the QUEST REFERENCE TAGS are still not being resolved. I assume I am stepping on myself here with...
by Sumosake
Sat Oct 19, 2024 3:45 pm
Forum: Dialogue System for Unity
Topic: MANUAL CONVERSATION LINK TO PROCEDURALLY GENERATED CONVERSATION
Replies: 17
Views: 317

Re: MANUAL CONVERSATION LINK TO PROCEDURALLY GENERATED CONVERSATION

Yes, my Dialogue Manager GameObject has the DialogueSystemQuestMachineBridge component with Process Quest Machine Tags ticked as well as OverrideQuestLog ticked. Firm believer of using the dropdown menu and not manually typing things in.... However, I do not have ShowGeneratedQuestConversation() as ...