ORK Integration (Spawning and the Quest Journal)

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hardercore
Posts: 9
Joined: Sun Aug 23, 2020 12:21 am

ORK Integration (Spawning and the Quest Journal)

Post by hardercore »

Hi, is there a guide for using ORK with Quest Machine? I'm having difficulty with quests persisting through scene changes (teleport to new scene + battle) as the journal is attached to the player and ORK spawns combatant/player prefabs. I've tried using Don't Destroy but it's had weird behavior where the combatant doesn't spawn at all ( I think this is on ORK's end). I'm wondering if there is an easy way around this problem?
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Tony Li
Posts: 22104
Joined: Thu Jul 18, 2013 1:27 pm

Re: ORK Integration (Spawning and the Quest Journal)

Post by Tony Li »

Hi,

Make sure you've added a Quest Journal For ORK component to your player prefab and set the Save Key value. (See page 4 of the ORK_Framework_Support.pdf manual that got imported when you imported the ORK Support unitypackage.)

The Quest Machine GameObject should be in your first scene (e.g., "0 Main Menu").
hardercore
Posts: 9
Joined: Sun Aug 23, 2020 12:21 am

Re: ORK Integration (Spawning and the Quest Journal)

Post by hardercore »

After completing a quest the Quest Giver for ORK asset doesn't turn off it's quest indicator and the quest state says it's in "waiting to start". Also, it looks like the quest reappears back in the givers quests list. Is this something I need to set manually?
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Tony Li
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Joined: Thu Jul 18, 2013 1:27 pm

Re: ORK Integration (Spawning and the Quest Journal)

Post by Tony Li »

Hi,

Set the quest's Max Times to 1.

If it's already set to 1, let me know. Maybe something else is going on.
hardercore
Posts: 9
Joined: Sun Aug 23, 2020 12:21 am

Re: ORK Integration (Spawning and the Quest Journal)

Post by hardercore »

It's already at 1 :(
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Tony Li
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Joined: Thu Jul 18, 2013 1:27 pm

Re: ORK Integration (Spawning and the Quest Journal)

Post by Tony Li »

Try setting the Quest Giver For ORK component's saver key. Quest Giver For ORK is a "saver" component. Maybe the GameObject has 2+ savers and they're overwriting each other's data because they don't have unique keys.
hardercore
Posts: 9
Joined: Sun Aug 23, 2020 12:21 am

Re: ORK Integration (Spawning and the Quest Journal)

Post by hardercore »

In the save settings I just tried renaming the save key to something completely unique. It still has the same problem. What's weird is the NPC says the correct success dialogue when clicked again but the quest says waiting to start and he continues to have the default exclamation above his head.

I should mention I'm switching between scenes for the quest?
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Tony Li
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Joined: Thu Jul 18, 2013 1:27 pm

Re: ORK Integration (Spawning and the Quest Journal)

Post by Tony Li »

Is the quest giver NPC in both scenes? If so, does it have the same key in both scenes?

Please feel free to send a reproduction project any time to tony (at) pixelcrushers.com if you'd like me to take a look directly.
hardercore
Posts: 9
Joined: Sun Aug 23, 2020 12:21 am

Re: ORK Integration (Spawning and the Quest Journal)

Post by hardercore »

Quest giver is in scene 1, player uses scene changer to kill characters in scene 2, once combat ends ORK scene change event to scene 1. So same scene / quest giver. And thanks! It has NSFW content so I'll hold off on that for as long as I can :lol:
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Tony Li
Posts: 22104
Joined: Thu Jul 18, 2013 1:27 pm

Re: ORK Integration (Spawning and the Quest Journal)

Post by Tony Li »

I'm investigating. ORK made a change to its save system moderately recently, and it looks like I may need to update the integration to accommodate the change. I'll reply back here later today.
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