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icon.SetActive(icon != startingIcon);
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icon.SetActive(icon == startingIcon);
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icon.SetActive(icon != startingIcon);
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icon.SetActive(icon == startingIcon);
ok awesome and sry to take your time just one more thing maybe more thingsTony Li wrote:Sorry, this was a small bug. I'll update the package in a few minutes. To fix it in your copy, edit Dialogue System/Third Party Support/RPG Kit/Scripts/UI/OverheadIconController.cs. Change line 22 from:toCode: Select all
icon.SetActive(icon != startingIcon);
It's just a one character change.Code: Select all
icon.SetActive(icon == startingIcon);
Make another world space canvas like the Overhead Icon UI. You could even copy that GameObject. If you copy it, remove the Overhead Icon Controller and the Animator, and enable Look At Main Camera. Add one child for the name (a Text element), and set it to the character's name. You'll probably want to move the Overhead Icon UI up slightly so they don't overlap.Demonith wrote:How to make a name above character of the quest giver ?
If you only want to offer the quest if the player is level 5 or higher, set the Conditions to:Demonith wrote:How to make when made a quest and then when a character reach desired level the quest will be available ?
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GetPlayerLevel() >= 5
When the player completes the quest, set the quest state back to "unassigned" instead of "success".Demonith wrote:How to make repeatable quest ?
Yes. You could control it in a conversation or use a Dialogue System Trigger outside of a conversation:Demonith wrote:Can we make triggers with quest when is character done quest i mean return the quests trigger animation or cinematic etc ?