Search found 96 matches

by mroshaw
Wed Mar 06, 2024 4:11 pm
Forum: Quest Machine
Topic: Problems using "Messages" to notify player of "New Quest" and "Completed Quest"
Replies: 8
Views: 328

Re: Problems using "Messages" to notify player of "New Quest" and "Completed Quest"

Thanks Tony!

I moved the action from the "Active" state to the "True" state, and it's working as expected!
by mroshaw
Wed Mar 06, 2024 12:40 pm
Forum: Quest Machine
Topic: Problems using "Messages" to notify player of "New Quest" and "Completed Quest"
Replies: 8
Views: 328

Problems using "Messages" to notify player of "New Quest" and "Completed Quest"

Hi! I'm trying to use "Messages" to let the player know when a new quest is received, and when a quest is completed. I have a "Notification Manager" component that has public methods that show a message on screen and plays a sound. Alongside that component, I have a "Message...
by mroshaw
Mon Jul 17, 2023 4:47 am
Forum: Quest Machine
Topic: Prefab error in Invector sample inventory
Replies: 1
Views: 324

Prefab error in Invector sample inventory

Hi! I've just created a new project with Quest Machine (1.2.38.2) and Invector TPS (2.6.2c). I noticed a console error when importing the Quest Machine Invector 3rd party support package: Error while saving Prefab: 'Assets/Pixel Crushers/Quest Machine/Third Party Support/Invector Support/Scripts/Que...
by mroshaw
Sun May 14, 2023 11:24 am
Forum: Quest Machine
Topic: SaveSystem and Additive Scene Loading
Replies: 5
Views: 824

Re: SaveSystem and Additive Scene Loading

Superb, thanks Tony! That makes complete sense, and means I can also keep my additive loading code as is, and handle the ApplyData and dataApplied stuff nice and clean. Absolutely brilliant mate, thank you again. And sorry to disturb your Sunday. I'll keep new questions to the working week from now ...
by mroshaw
Sun May 14, 2023 10:10 am
Forum: Quest Machine
Topic: SaveSystem and Additive Scene Loading
Replies: 5
Views: 824

Re: SaveSystem and Additive Scene Loading

Thanks Tony. By that, I mean when I call SaveSystem.LoadFromSlot(), it's loading up the "Base Scene", rather than the "Master Scene". I assume because as part of the additive loading process, I make "Base Scene" the active scene (SceneManager.SetActiveScene()). Does tha...
by mroshaw
Sun May 14, 2023 9:56 am
Forum: Quest Machine
Topic: How to determine when Saver has been applied?
Replies: 3
Views: 708

Re: How to determine when Saver has been applied?

DOH! Staring me right in the face! Thanks Tony!
by mroshaw
Sun May 14, 2023 6:42 am
Forum: Quest Machine
Topic: SaveSystem and Additive Scene Loading
Replies: 5
Views: 824

SaveSystem and Additive Scene Loading

Hi again! Sorry to raise two tickets in one day - load / save is my mission this weekend! My project uses additive scene loading. My implementation is to have a "Master Scene" that contains a custom "Additive Scene Loader" component. This component, in the OnStart event, iterates...
by mroshaw
Sun May 14, 2023 5:56 am
Forum: Quest Machine
Topic: How to determine when Saver has been applied?
Replies: 3
Views: 708

How to determine when Saver has been applied?

Hi! I'm building my Load / Save system using the fantastic SaveSystem components. I have one such component, where I want to run some code when I'm confident that the saver has been applied. For example, if I have a "PositionSaver" on a GameObject, I want to be able to refer to the GameObj...
by mroshaw
Sat Apr 29, 2023 5:40 pm
Forum: Quest Machine
Topic: Can't call Quest Control "SetQuestNodeState" from Trigger Event
Replies: 7
Views: 2184

Re: Can't call Quest Control "SetQuestNodeState" from Trigger Event

Gotcha, thanks again Tony. I've written a little helper Monobehaviour to handle it.

Great stuff!
by mroshaw
Sat Apr 29, 2023 9:49 am
Forum: Quest Machine
Topic: Can't call Quest Control "SetQuestNodeState" from Trigger Event
Replies: 7
Views: 2184

Can't call Quest Control "SetQuestNodeState" from Trigger Event

Hi! I have set up a "Trigger Event" component and a "Quest Control" component. The idea is that when the player enters the trigger area, it will set a particular Quest node state to "Completed". I drag the Quest Control component onto a new "On Trigger Enter" ...