Articy Draft: Quest Machine, Dialogue System, and Love/Hate

Announcements, support questions, and discussion for Quest Machine.
Post Reply
Nashnir
Posts: 11
Joined: Mon Aug 17, 2020 5:03 am

Articy Draft: Quest Machine, Dialogue System, and Love/Hate

Post by Nashnir »

This is a general question applicable to Dialogue system (DS), Quest Machine (QM), and Love/Hate(LH);
I am working in QM at the moment so, I decided to post this here.

I have all three products and articy draft (AD). I thought of using AD as a centralized hub for the project.

1.
DS offers a template project for AD and QM doc suggests creation of 4 AD components that QM can parse.
As such I can create a project with DS's template and add QM components to it.
Integrating DS and QM together and using QM's system and DS's conversation means pointing to a DS conversion in QM's quests.
How can this be represented in AD?

2.
I couldn't find LH support for AD. I have yet to cross that bridge so, I think at the moment all I can think of set and check LH parameters in AD.
Not much of a question and more of request I suppose.
User avatar
Tony Li
Posts: 21926
Joined: Thu Jul 18, 2013 1:27 pm

Re: Articy Draft: Quest Machine, Dialogue System, and Love/Hate

Post by Tony Li »

Hi,
Nashnir wrote: Mon Oct 11, 2021 1:59 am1. DS offers a template project for AD and QM doc suggests creation of 4 AD components that QM can parse.
As such I can create a project with DS's template and add QM components to it.
Integrating DS and QM together and using QM's system and DS's conversation means pointing to a DS conversion in QM's quests.
How can this be represented in AD?
When using AD, I recommend starting the DS conversation first, and then using the DS-QM integration's Lua functions to work with QM quests. In other words, when interacting with a quest giver NPC, use a DS Dialogue System Trigger to start the interaction instead of calling the QM QuestGiver's StartDialogueWithPlayer() method. The DS Dialogue System Trigger can start a conversation that uses conditions that checks QM quest states to show the appropriate branch of dialogue.
Nashnir wrote: Mon Oct 11, 2021 1:59 am2. I couldn't find LH support for AD. I have yet to cross that bridge so, I think at the moment all I can think of set and check LH parameters in AD.
There is no official LH integration for AD. However, you can use the DS-LH integration's Lua functions in AD input pins, output pins, condition nodes, and instruction nodes.
Nashnir
Posts: 11
Joined: Mon Aug 17, 2020 5:03 am

Re: Articy Draft: Quest Machine, Dialogue System, and Love/Hate

Post by Nashnir »

Thanks!
I had a follow-up. Your recommendation on how to use QM and DS is only for when I use AD, right?
Am asking since I just got through the "Dialogue System Support" documentation in QM and the workflow there, indicated to embed DS conversation in Quests. Not sure if things have changed.
User avatar
Tony Li
Posts: 21926
Joined: Thu Jul 18, 2013 1:27 pm

Re: Articy Draft: Quest Machine, Dialogue System, and Love/Hate

Post by Tony Li »

That's correct, although it's perfectly fine to use this suggestion without AD, too. Without AD, it's up to you. With AD, you should use the suggestion.

In fact, personally, I prefer to start every NPC interaction from a DS conversation. This way it's consistent between quest-giving NPCs and other NPCs. But it's just a personal preference.
Nashnir
Posts: 11
Joined: Mon Aug 17, 2020 5:03 am

Re: Articy Draft: Quest Machine, Dialogue System, and Love/Hate

Post by Nashnir »

Thanks! I like that perspective and I will adapt to your workflow.
It will make things easier, and more importantly standardized for me as well.
Appreciate your support. Thanks again :)
User avatar
Tony Li
Posts: 21926
Joined: Thu Jul 18, 2013 1:27 pm

Re: Articy Draft: Quest Machine, Dialogue System, and Love/Hate

Post by Tony Li »

Happy to help!
Post Reply