Search found 7 matches
- Sat Aug 26, 2023 12:29 pm
- Forum: Dialogue System for Unity
- Topic: Quest active state
- Replies: 7
- Views: 342
Re: Quest active state
Thank you, using Persistent Active Data script worked! Thank you for your time and for making the best asset on the store!
- Sat Aug 26, 2023 11:11 am
- Forum: Dialogue System for Unity
- Topic: Quest active state
- Replies: 7
- Views: 342
Re: Quest active state
I am only saving quests in a string with these lines:
string s = PixelCrushers.DialogueSystem.PersistentDataManager.GetSaveData();
PixelCrushers.DialogueSystem.PersistentDataManager.ApplySaveData(s);
I am pretty sure that this does not save quest states, right?
string s = PixelCrushers.DialogueSystem.PersistentDataManager.GetSaveData();
PixelCrushers.DialogueSystem.PersistentDataManager.ApplySaveData(s);
I am pretty sure that this does not save quest states, right?
- Sat Aug 26, 2023 11:01 am
- Forum: Dialogue System for Unity
- Topic: Quest active state
- Replies: 7
- Views: 342
Re: Quest active state
I am not using save system, I am only using 2 lines of code you provided in the different forum post to save the quests. The solution you gave did not really work for me, the first one is already set up in the scene and the quest state is still set to unassigned, the second solution one did not save...
- Sat Aug 26, 2023 5:30 am
- Forum: Dialogue System for Unity
- Topic: Quest active state
- Replies: 7
- Views: 342
Quest active state
Hello, I have an issue where I have an enemy spawner that I want only active if the quest is active. But on the next load the quest is always set to unassigned, meaning these conditions are not true. Does it have an easy fix?
- Thu Aug 24, 2023 11:03 am
- Forum: Dialogue System for Unity
- Topic: Quest not accepted but variables go up
- Replies: 5
- Views: 335
Re: Quest not accepted but variables go up
To go back to the main menu I use this method from a button: public void MainMenu() { Time.timeScale = 1f; SceneManager.LoadScene("MainMenu"); } and I'll send you the whole class that I use to load a level: public class LoadingScene : MonoBehaviour { public GameObject loadingScreen; public...
- Thu Aug 24, 2023 10:22 am
- Forum: Dialogue System for Unity
- Topic: Quest not accepted but variables go up
- Replies: 5
- Views: 335
Re: Quest not accepted but variables go up
Thank you that worked. :D May I ask you one more thing, on scene change (level 1, back to main menu, main menu back to level 1), all of the UI for the dialogue manager is gone, i can't open journal, interact panel doesn't show, but the dialogue does show. Is there an easy fix to this? Sorry for both...
- Thu Aug 24, 2023 7:08 am
- Forum: Dialogue System for Unity
- Topic: Quest not accepted but variables go up
- Replies: 5
- Views: 335
Quest not accepted but variables go up
So I have a prefab in my scene that spawns enemies on random location, the enemies are not in the scene but i set them up accordingly with the help of your video tutorial that is on youtube. The issue is when I kill the enemy and the quest is not accepted, the counter goes up. Also, the enemies are ...