Hello,
I'm totally new to unity and coding. I have a project where
I use bolt visual coding to create scripts and use the dialogue system I have multiple Flow machines on a Gameobject which I want to trigger when a quest is set to "success"
The only problem is that I only want to trigger certain flowmachines and not all of them at once. but with the Actions > On Execute unity events I can only select all the flow machines as a whole and have them turned on or off. While normal Scripts can be selected individually to be turned on and off.
I there any way to make only one certain flowmachine on a object be enabled when a certain condition is met? either in the bolt script itself or in the dialogue system trigger?
I read this page: https://www.pixelcrushers.com/dialogue_ ... /bolt.html
but it was hard to follow sometimes and I didn't understand all of it sadly. Sorry really a newbie here
Multiple Flowmachines activated with Dialogue System Trigger {Bolt}
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- Posts: 2
- Joined: Wed Jan 13, 2021 3:25 pm
Re: Multiple Flowmachines activated with Dialogue System Trigger {Bolt}
Hi,
Can you move the flow machines to different child GameObjects?
Alternatively, you could check the quest's state in each flow machine. Use PixelCrushers.DialogueSystem.QuestLog.IsQuestSuccessful to check if the quest is successful.
What do you want to trigger? Can you provide a concrete example? I may be able to provide a clearer solution than what I suggested above.
Can you move the flow machines to different child GameObjects?
Alternatively, you could check the quest's state in each flow machine. Use PixelCrushers.DialogueSystem.QuestLog.IsQuestSuccessful to check if the quest is successful.
What do you want to trigger? Can you provide a concrete example? I may be able to provide a clearer solution than what I suggested above.
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- Posts: 2
- Joined: Wed Jan 13, 2021 3:25 pm
Re: Multiple Flowmachines activated with Dialogue System Trigger {Bolt}
Thankyou for your reply ,
I got it working by doing a version of your solution of moving it to a child gameobject.
I moved what I wanted to execute to an entirely separate gameobject and used a custom event trigger to be able to send code from one gameobject to another.
What i wanted to have is that on succession of a quest a certain amount of points would be added to a score. but i had no proper way of sending what amount of points i wanted to the score UI. Now i can just enable a game object that has the the correct amount of points i want to add and send that through the custom event to the score UI.
I hope that i made any sense in explaining that?
I know that it's probably a very roundabout way of handling this problem but i haven't got the know-how yet to do it properly sadly.
Thanks again for your quick reply
I got it working by doing a version of your solution of moving it to a child gameobject.
I moved what I wanted to execute to an entirely separate gameobject and used a custom event trigger to be able to send code from one gameobject to another.
What i wanted to have is that on succession of a quest a certain amount of points would be added to a score. but i had no proper way of sending what amount of points i wanted to the score UI. Now i can just enable a game object that has the the correct amount of points i want to add and send that through the custom event to the score UI.
I hope that i made any sense in explaining that?
I know that it's probably a very roundabout way of handling this problem but i haven't got the know-how yet to do it properly sadly.
Thanks again for your quick reply
Re: Multiple Flowmachines activated with Dialogue System Trigger {Bolt}
Glad to help! That's a fine way to do it.