Search found 110 matches
- Fri Nov 27, 2020 3:07 pm
- Forum: Quest Machine
- Topic: Assigning quest with Dialogue Manager
- Replies: 22
- Views: 3977
Re: Assigning quest with Dialogue Manager
Definitely haven't given a copy of the quest to the player yet. Still didn't work when I tried 'GiveQuest'. I get the Quest giver ID from the actual quest, right? I copy-pasted it from there. About the dialog typing thing, I turned off the typewriter effect, but it still waits an amount of time befo...
- Wed Nov 25, 2020 9:28 pm
- Forum: Quest Machine
- Topic: Assigning quest with Dialogue Manager
- Replies: 22
- Views: 3977
Re: Assigning quest with Dialogue Manager
Since it's a Quest Machine quest, it will show up Quest Machine's Quest Journal UI, not the Dialogue System's Quest Log Window. If it doesn't show up in the Quest Journal UI, make sure your quest has some content in its Journal Text sections for the current state of the quest. I guess I should ment...
- Wed Nov 25, 2020 8:11 pm
- Forum: Quest Machine
- Topic: Assigning quest with Dialogue Manager
- Replies: 22
- Views: 3977
Re: Assigning quest with Dialogue Manager
Thanks!
It ran without giving an error this time, but the quest didn't show up on the Quest Log. Is there something I have to do to connect them together?
Also, is there a way to just show all of a conversant's dialog right away instead of doing it character by character?
It ran without giving an error this time, but the quest didn't show up on the Quest Log. Is there something I have to do to connect them together?
Also, is there a way to just show all of a conversant's dialog right away instead of doing it character by character?
- Wed Nov 25, 2020 6:26 pm
- Forum: Quest Machine
- Topic: Assigning quest with Dialogue Manager
- Replies: 22
- Views: 3977
Re: Assigning quest with Dialogue Manager
Here it is: The first SetQuestState is the old one using Dialogue system SetQuestState("Deliver Weapons to Ableton Guards", "active"); GiveItem("Weapon","Quest",6); DoQuestSound(); DoQuestAnalytics("Deliver Weapons to Ableton Guards", "started&q...
- Wed Nov 25, 2020 3:17 pm
- Forum: Quest Machine
- Topic: Assigning quest with Dialogue Manager
- Replies: 22
- Views: 3977
Assigning quest with Dialogue Manager
Hey Tony, so I've imported the third party support for Dialogue Manager and Quest Machine, put the Dialogue System Quest Machine Bridge on my Dialogue Manager, put the Dialogue System Quest Dialogue UI on Quest Machine, and used the import tool to get my Quest Machine quest into Dialogue manager. It...
- Mon Oct 19, 2020 7:01 pm
- Forum: Dialogue System for Unity
- Topic: Save data duplication
- Replies: 9
- Views: 875
Re: Save data duplication
Thanks for all the help here Tony. I was able to dig into this to fix both my addressables issue and my double spawning issues. For the double spawning issue, I ended up using the ApplyData() method to determine whether the treasure/shop inventory should be spawned or not, and that made all the diff...
- Wed Oct 14, 2020 3:06 pm
- Forum: Dialogue System for Unity
- Topic: Save data duplication
- Replies: 9
- Views: 875
Re: Save data duplication
ok. So just so I have my head wrapped around this: During a Savegame load, the loader loads the scene that's listed in m_savedGameData.sceneName Once the scene is loaded it calls ApplySavedGameData() on PlayerSaver (if you're using it) which places the player at either a spawnpoint or saved position...
- Tue Oct 13, 2020 7:09 pm
- Forum: Dialogue System for Unity
- Topic: Save data duplication
- Replies: 9
- Views: 875
Re: Save data duplication
I'm thinking that the best way to resolve my issues would be to have two types of saves/Load. So there's the saves that the player triggers which would save everything, and then the save/load that triggers during scene transitions which would only save level specific details (monster HPs, treasure c...
- Mon Oct 12, 2020 7:43 pm
- Forum: Dialogue System for Unity
- Topic: Save data duplication
- Replies: 9
- Views: 875
Re: Save data duplication
So is ApplySaveData() called during every scene load?
- Mon Oct 12, 2020 3:38 pm
- Forum: Dialogue System for Unity
- Topic: Addressables during save/load?
- Replies: 7
- Views: 768
Re: Addressables during save/load?
Tony, where should I save the bool so I know it hits the right load command?