Procedural Quests and USurvival Item counts

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nathanj
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Procedural Quests and USurvival Item counts

Post by nathanj »

Hey Again, Tony

Trying my hand at procedural quest design but am uncertain about how to proceed considering the integration with USurvival.

The main issue I'm having is with "Completion Conditions". Is there a way to use the USurvivalHasItemsQuestConditions here?

Thanks in advance,
Nathan
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Tony Li
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Re: Procedural Quests and USurvival Item counts

Post by Tony Li »

Hi Nathan,
nathanj wrote: Fri Dec 07, 2018 12:56 amIs there a way to use the USurvivalHasItemsQuestConditions here?
Not currently. It's something I'd like to work on in the future. Right now, procedural quests work by messages (using Quest Machine's message system) or counters.
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nathanj
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Re: Procedural Quests and USurvival Item counts

Post by nathanj »

Ok, good to know.

I’m sure I’ll be able to set up a system with Messages that mimics this behaviour pretty easily.

Thanks again
Nathan
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Tony Li
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Re: Procedural Quests and USurvival Item counts

Post by Tony Li »

I recommend setting up the data for a very simple procedural quest first. The first one's the hardest because you have to wrap your head around all the moving parts -- domains, entities, actions, etc. If you have questions, just let me know.
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nathanj
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Re: Procedural Quests and USurvival Item counts

Post by nathanj »

Hi Tony

So I think I have everything with procedural quests working except when using Dialogue System.

I have a separate project open and have compared all the components and settings and everything seems identical. I can't figure out the difference.

Here is a screen grab of a Quest Giver and the DS manager. Is there anything you can think of that might have been overlooked? Once again, hope this isn't too vague.

I should add that the DS integration is working otherwise, it's only when I try to run the procedural quests that the DS UI is not triggering. I had originally thought that the DS database was being read but just realised that the Motive text is being generated from the "Kill" Motive text field.

Image

Image

I've also checked the Conversation Map and everything seems to be set as expected:

Image

Thanks,
Nathan
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Tony Li
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Re: Procedural Quests and USurvival Item counts

Post by Tony Li »

Hi Nathan,

At runtime, you can inspect the quest giver and open the Quest Editor window. Check the quest's UI content (e.g., Offer Text) for Dialogue System Conversation Quest Content.

If you don't see any Dialogue System Conversation Quest Content, is your quest giver NPC spawned at runtime?

The DialogueSystemQuestGeneratorBridge's Start method finds all Quest Generator Entities in the scene and tells them to use the DialogueSystemQuestGeneratorBridge when generating quests. The DialogueSystemQuestGeneratorBridge is what adds Dialogue System conversations to generated quests.

If the quest giver NPC isn't in the scene when the DialogueSystemQuestGeneratorBridge's Start method runs, it won't be told to use the DialogueSystemQuestGeneratorBridge. If this is the case, we can make it work. But I'd like to make sure we've pinpointed the issue first.
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nathanj
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Re: Procedural Quests and USurvival Item counts

Post by nathanj »

Hi Tony

This seems like the issue but I'm not completely sure. When I inspect the Quest Editor window in runtime there is no Dialogue System Conversation Quest Content in the Dialogue field. There is still the default Quest Machine dialogue text.

We are using multiple scenes with the NPCs in a scene separate from the managers. However, the weird thing though is if I move the NPC and the Domain they monitor to the manager's scene so they start together the issue persists.

Nathan
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Tony Li
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Re: Procedural Quests and USurvival Item counts

Post by Tony Li »

Nathan,

As a test, try adding a DialogueSystemQuestGeneratorBridge component to the NPC itself.
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nathanj
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Re: Procedural Quests and USurvival Item counts

Post by nathanj »

That worked!!!
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Tony Li
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Re: Procedural Quests and USurvival Item counts

Post by Tony Li »

Great! On that instance of the script, you can untick Apply To All Generators so it just applies to the NPC it's on.
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