Hiding the Quest Indicator

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BWLGeorge
Posts: 41
Joined: Sun Jun 19, 2022 10:10 pm

Hiding the Quest Indicator

Post by BWLGeorge »

Howdy all, got a little issue I'm wondering if somebody can help me with.

I'm trying to make it so that a character's quest is unavailable until after talking to another character. In terms of the gameplay and dialogue node progression, I've got it working without a hitch. My only issue is when trying to implement quest indicators, I can't seem to figure out how to implement a "none" state. That is, setting it so that there is no quest indicator before talking to the character needed to unlock the quest (as it is, the character has the quest indicator for Unassigned on startup even though the player cannot yet start their quest). I was hoping the (None) state would make the quest inactive, and then I could set the quest Unassigned using a script (causing the indicator to appear), but it appears the quest machine makes the quest Unassigned by default even if (None) is selected (or at least the quest indicator considers the (None) state to be the same as Unassigned).

Wondering if I'm missing some way to have a quest be inactive until called or if maybe my best bet is a quick and dirty setactive script on the quest indicators.
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Tony Li
Posts: 21977
Joined: Thu Jul 18, 2013 1:27 pm

Re: Hiding the Quest Indicator

Post by Tony Li »

Hi,

Are you using the Dialogue System's Quest State Indicator and Quest State Listener components, like Sergeant Graves does in DemoScene2?

If so, can you use any of the available quest states such as Grantable to signify that the indicator shouldn't be shown?

Alternatively, you could define a custom field in your quest and, in your State State Listener Component, check the custom field value in the Quest State Indicator Level element's Conditions section.

If you have questions about how to do either of those, let me know. I've finished work for the night, but I'll check back in the morning.
BWLGeorge
Posts: 41
Joined: Sun Jun 19, 2022 10:10 pm

Re: Hiding the Quest Indicator

Post by BWLGeorge »

I actually just got it work in between then and now!

I just set the "Grantable" state to essentially be my proxy "inactive" quest state, and had the quest begin as "Grantable" with no indicator set to it, and then had the end of the conversation set the quest to "Unassigned"

Thank you anyway for the quick response!
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Tony Li
Posts: 21977
Joined: Thu Jul 18, 2013 1:27 pm

Re: Hiding the Quest Indicator

Post by Tony Li »

I'm glad you got it working. Sounds like we were thinking along the same lines!
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