Kill quest question

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Tony Li
Posts: 21928
Joined: Thu Jul 18, 2013 1:27 pm

Re: Kill quest question

Post by Tony Li »

Hi,

Since you're setting the node state in the Dialogue System conversation, try removing the condition from the ReturnToRob quest node.

If that doesn't help, can you send a reproduction project to tony (at) pixelcrushers.com?
om3n
Posts: 19
Joined: Mon Jan 31, 2022 8:29 am

Re: Kill quest question

Post by om3n »

Hi, Thanks for your response, It is a rather large project. Easier would be to add you to a seat for unity collab. After removing the confition I received a couple warnings. Maybe I've done something really wrong.

Dialogue System: Another conversation is already active. Not starting 'Rob'.
UnityEngine.Debug:LogWarning (object)

Dialogue System: Quest Machine quest with ID 'ShowYourMettle' doesn't have a node 'RetunToRob'. Can't get its state.
UnityEngine.Debug:LogWarning (object,UnityEngine.Object)

I'm guessing that's solely the dialogue trying to reference that node.
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Tony Li
Posts: 21928
Joined: Thu Jul 18, 2013 1:27 pm

Re: Kill quest question

Post by Tony Li »

Hi,

Looks like you have a typo in “Retun”.
om3n
Posts: 19
Joined: Mon Jan 31, 2022 8:29 am

Re: Kill quest question

Post by om3n »

Hah! So removing the condition in the quest and fixing the typo did it. Many thanks!!

One last question if I could, How might one add a different NPC as a turn in? NPC A gives quest, go to NPC B and turn in.

Thanks again, was really pulling my hair out with that!
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Tony Li
Posts: 21928
Joined: Thu Jul 18, 2013 1:27 pm

Re: Kill quest question

Post by Tony Li »

If you want to see an example without the Dialogue System, play Quest Machine's Demo scene. After you finish the Harvest Carrots quest, you can pick up a Deliver Crate quest from the Villager NPC. The turn-in is on the delivery recipient, the Pirate NPC. You can set it up the same way except using a Dialogue System Conversation quest content to show a DS conversation.

However, since you're using the Dialogue System, you can also just put a Dialogue System Trigger on the turn-in NPC that starts a conversation. The conversation can have two (or more) branches: check if the quest is active and in the right quest node state. If so, handle the turn-in. Otherwise play some other branch of dialogue.
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