Quest Machine and Opsive Save System

Announcements, support questions, and discussion for Save System for Opsive Character Controllers.
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Tony Li
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Joined: Thu Jul 18, 2013 1:27 pm

Re: Quest Machine and Opsive Save System

Post by Tony Li »

Different. Think of them like Dictionary<> keys if you're familiar with C# programming, or like locker numbers. When saving, the quest journal needs to store its data (active quest states, etc.) in one locker, and the UCC Saver needs to store its data (position, ammo, etc.) in a different locker so they can retrieve their data from the correct locker when loading. Otherwise, if the keys were the same, the UCC Saver might store its data in the locker, and then the quest journal would try to retrieve that data as quest data but it wouldn't make any sense to it.

However, the quest journal's key should be the same for the quest journal component across all scenes. Likewise, the player's UCC Saver key should be the same for the player across all scenes.
vectorfrog
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Joined: Mon May 02, 2022 12:16 am

Re: Quest Machine and Opsive Save System

Post by vectorfrog »

Got it. Thanks Tony!
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Tony Li
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Re: Quest Machine and Opsive Save System

Post by Tony Li »

Glad to help!
eliotoscar
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Joined: Wed Jun 01, 2022 10:15 am

Re: Quest Machine and Opsive Save System

Post by eliotoscar »

I have Quest Machine, and in the asset store page for the save system for opsive characters, it states that this system is included in with Quest Machine. So far, I'm finding all the components, but not really putting together how to use them to save/load my scenes and game data.
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Tony Li
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Joined: Thu Jul 18, 2013 1:27 pm

Re: Quest Machine and Opsive Save System

Post by Tony Li »

Hi,

Quest Machine and the Dialogue System for Unity include the same save system that's also in the Save System for Opsive Characters. The save system manual is in Assets / Plugins / Pixel Crushers / Common / Documentation / Save_System_Manual.pdf.

The easiest way to set it up is to:

1. Download and import the Save System Prefabs package.

2. Add the included LoadingScreen scene to your build settings.

3. Add the Save System prefab to your first scene. You can add it to other scenes, too, to make it easy to playtest those scenes directly in the editor. (Don't add a SaveSystem component to any other GameObjects in your scene, such as the Quest Machine GameObject.)

4. Add a UCCSaver component to your player, and set a unique key value such as "uccPlayer".

5. Inspect your player's QuestJournal component's Save Settings. set a unique key value such as "playerJournal". Tick Include In Saved Game Data and, optionally, Remember Completed Quests.

6. For quick testing, add a SaveSystemTestMenu component. Then you can press Esc to open a test menu.
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