Require Return To Complete in Manual (Editor) Quests

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GorkaGames
Posts: 178
Joined: Fri Sep 21, 2018 8:38 pm

Require Return To Complete in Manual (Editor) Quests

Post by GorkaGames »

Hi,

How can I generate a node (I guess the last one before Success node) equivalent to "Require Return To Complete" in the Quest editor?

I used in the procedural quests and I don't know if there is a equivalent (I don't find it) on the manual quests.

Thanks.
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Tony Li
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Joined: Thu Jul 18, 2013 1:27 pm

Re: Require Return To Complete in Manual (Editor) Quests

Post by Tony Li »

Add it manually, like the Demo's quests. However, please see my post in the other thread.
GorkaGames
Posts: 178
Joined: Fri Sep 21, 2018 8:38 pm

Re: Require Return To Complete in Manual (Editor) Quests

Post by GorkaGames »

On your answer:
For example, to add "require return to complete" to a hand-written quest, currently you must add a new Condition node. Then you must add a MessageQuestCondition that listens for the Discuss Quest message.

I add a Message Quest Condition, but what do I have to fill in to compare with the Discuss Quest message? There is not any Discuss Quest message field on it.

Thanks.
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Tony Li
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Re: Require Return To Complete in Manual (Editor) Quests

Post by Tony Li »

This tutorial shows how to set up the Return node:

GorkaGames
Posts: 178
Joined: Fri Sep 21, 2018 8:38 pm

Re: Require Return To Complete in Manual (Editor) Quests

Post by GorkaGames »

ok, I made a very easy custom Condition script also, but what is the difference between
QuestMachineMessages.DiscussQuestMessage
QuestMachineMessages.DiscussedQuestMessage

¿When exactly do they trigger?

Thanks!
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Tony Li
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Re: Require Return To Complete in Manual (Editor) Quests

Post by Tony Li »

"Discuss Quest" is sent before showing a quest's dialogue content. If an active node's condition is listening for this message, the node will become true before Quest Machine decides what dialogue content to show.

"Discussed Quest" is sent after showing the quest's dialogue content. If an active node's condition is listening for this message, Quest Machine will show dialogue content, and then the node will become true.

If you ever need a reminder, the Quest Reference window has descriptions (Tools > Quest Machine > Quest Reference), as does page 30 of the manual.
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