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- Tue Oct 17, 2023 2:58 pm
- Forum: Dialogue System for Unity
- Topic: Quest force set to active when beginning conversation
- Replies: 1
- Views: 176
Quest force set to active when beginning conversation
I'm trying to show a different message based on the state of some quest (using CurrentQuestState("name")==X as a condition). The rest of the game changes the quest's state correctly, but when starting the conversation it gets forcibly set to "active", ruining the whole logic- Rig...