Quest Progress

Announcements, support questions, and discussion for the Dialogue System.
Ramsdal
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Joined: Wed Oct 21, 2015 6:57 am

Re: Quest Progress

Post by Ramsdal »

wioluskaelk wrote: This is variable
https://screencloud.net/v/3oow
Well the code in show alert is not visible to me of course, but I notice that you do not have a Alert variable. If it matters I do not know, but I just mention it because it seems to happen when displaying a alert and according to the doc (http://www.pixelcrushers.com/dialogue_s ... ation.html) it says:
The Dialogue System will create the following user variables if they don't exist: Alert: (Text)... and so on

However I tried renaming the alert variable in my own database without encountering any erros.
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Tony Li
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Joined: Thu Jul 18, 2013 1:27 pm

Re: Quest Progress

Post by Tony Li »

Did that fix the issue? Or only get rid of the alert?

BTW, if you want to see the source code for DialogueManager.ShowAlert, import the package "Scripts/Source Code.unitypackage". It's best to import it into a temporary project; otherwise it will conflict with the precompiled DLLs that provide the same classes.
Ramsdal
Posts: 10
Joined: Wed Oct 21, 2015 6:57 am

Re: Quest Progress

Post by Ramsdal »

Tony Li wrote:Did that fix the issue? Or only get rid of the alert?

BTW, if you want to see the source code for DialogueManager.ShowAlert, import the package "Scripts/Source Code.unitypackage". It's best to import it into a temporary project; otherwise it will conflict with the precompiled DLLs that provide the same classes.
Was just a suggestion for "wioluskaelk" to what he could try :)

But as for the source code, nice! ;)
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Tony Li
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Re: Quest Progress

Post by Tony Li »

Thanks for the suggestion, @Ramsdal!

@wioluskaelk - Did the state machine work?

Zerano's website is down right now, so I couldn't update RPG Kit or log in properly to my testbed to create a video, but I made the state machine below. Actually it's a copy of the basic Skeleton state machine in RPG Kit. I added extra actions to the "Apply Exp" state.

1. The first section updates the Dialogue System variable "SkeletonsKilled". In the state machine, I added a float parameter named ICodeSkeletonsKilled. I forgot that ICode math has to be floats, so disregard my previous suggestion to use Int. Use a Float instead.

2. The second section updates the quest tracker by broadcasting "UpdateTracker" to the Dialogue Manager. In the state machine, I added a GameObject parameter named DialogueManager.

3. The third section uses RPG Kit to show the alert message. I added a string parameter named Message.

Image
wioluskaelk
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Re: Quest Progress

Post by wioluskaelk »

Hmmm weird.. State machine is working (and after killing Skeleton I have 1/1) but now i have not 6 but 8 errors PixelCrushers.DialogueSystem.IncrementOnDestroy.OnDestroy () (at Assets/Dialogue System/Scripts/Supplemental/Utility/IncrementOnDestroy.cs:67)hehehe.
I always have a weird errors :D . So, thanks for help and your time, if I will find out something more I will contact. And sorry for the problem.

PS

@Ramsdal I`m woman so not "he", but "she" :P
Ramsdal
Posts: 10
Joined: Wed Oct 21, 2015 6:57 am

Re: Quest Progress

Post by Ramsdal »

wioluskaelk wrote:@Ramsdal I`m woman so not "he", but "she"
Hehe sorry, I apparently assume that everyone working with game dev is guys ;)

Could you try to post a picture of your Dialogue System Controller Inspector settings?

Edit: not that I am Tony, but guess I am a little curious now as well! :)
wioluskaelk
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Re: Quest Progress

Post by wioluskaelk »

https://screencloud.net/v/1pNp

And like you see, trucker is working. I did it in another quest also, and it`s working.
https://screencloud.net/v/puPM

The errors are after "exit games".

https://screencloud.net/v/pXv4

Right now I must work on saving because when I took a quest and teleport to another map, tracker is changing kills from 0/1 to 2/1 ^^

https://screencloud.net/v/2M7m
Ramsdal
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Joined: Wed Oct 21, 2015 6:57 am

Re: Quest Progress

Post by Ramsdal »

Hi again

Could you try to post a screenshot of your dialogue system settings (http://prntscr.com/8u1lu1) like that :)
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Tony Li
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Re: Quest Progress

Post by Tony Li »

Hi,
wioluskaelk wrote:The errors are after "exit games".

https://screencloud.net/v/pXv4

Right now I must work on saving because when I took a quest and teleport to another map, tracker is changing kills from 0/1 to 2/1 ^^

https://screencloud.net/v/2M7m
If you've added the actions to your state machine (like in my screenshot above), then remove the Increment On Destroy component. Putting it in the state machine is better for RPG Kit projects. Please let me know if that resolves the problem.

Also, you'll want to add one more action to the state machine. Use Math.Max to make sure that ICodeSkeletonsKilled never goes above 1 (or whatever the maximum value is) before the DialogueSystem.SetFloatVariable action. This will prevent "2 / 1 Skeletons Killed".
wioluskaelk
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Re: Quest Progress

Post by wioluskaelk »

@Tony Li
After delete Increment On destroy I have this kind of red message:
Some objects were not cleaned up when closing the scene. (Did you spawn new GameObjects from OnDestroy?)

And I haven't Math.Max, Meybe when zerano website will be avaible, I will find something in RPG KIT documentation.
https://screencloud.net/v/9gxl

@Ramsdal
https://screencloud.net/v/10lB
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