Hello! MMO project guy here again
I have been scratching my head about something. So I have QuestMachine and DialogueSystem integrated perfectly, and I preferably wanted to use as much of Lua as possible, so that it can be done by game designers and writers, instead of scripts.
Game project is similar to Animal Crossing behavior, where there is no quest offering or accept/decline quests. And I add the main quest from code.
I have hit an obstacle though, where I want multiple NPCs to have different conversations depending on 1 quest (and 1 quest node status active/inactive), I believe this kinda goes against how QM operates? Would a custom script be needed, to check Npc ID and start a specific dialogue conversation from code instead?
Like each NPC would have only 1 dialogue asset, and in Lua I would check the quest nodes status.
Thanks!
Same quest node, multiple Npcs dialogues
Re: Same quest node, multiple Npcs dialogues
Hi,
There are two ways you can do it. What you suggest is how I prefer to do it, too. Here are the two typical ways to handle multiple NPC dialogues:
1. Assign different speakers to different Quest Machine quest nodes. Use Dialogue System Conversation quest content on those nodes to start different conversations based on which node is active.
2. Or always start a Dialogue System conversation instead of starting Quest Dialogue dialogue. I prefer this option. Give each NPC its own main conversation. The NPC's main conversation can check quest states in Lua and branch to quest-specific conversations if you don't want to put all of the NPC's dialogue content in a single conversation.
There are two ways you can do it. What you suggest is how I prefer to do it, too. Here are the two typical ways to handle multiple NPC dialogues:
1. Assign different speakers to different Quest Machine quest nodes. Use Dialogue System Conversation quest content on those nodes to start different conversations based on which node is active.
2. Or always start a Dialogue System conversation instead of starting Quest Dialogue dialogue. I prefer this option. Give each NPC its own main conversation. The NPC's main conversation can check quest states in Lua and branch to quest-specific conversations if you don't want to put all of the NPC's dialogue content in a single conversation.
Re: Same quest node, multiple Npcs dialogues
Awesome! Yes I think duplicating each condition for each npc would be inefficient as well. I don't mind code in this area at all, as it'll be done by me. I went with your preferred option. Triggering convo in code, convo ID will be same as NPC id, so it's totally generic.
But I didn't know there's an option in the conversation editor to branch to another conversation? That would really be awesome, I watched most video tutorials but didn't notice that. Can you please point me to where I can do that?
But I didn't know there's an option in the conversation editor to branch to another conversation? That would really be awesome, I watched most video tutorials but didn't notice that. Can you please point me to where I can do that?
Re: Same quest node, multiple Npcs dialogues
Inspect a dialogue entry node. In the Inspector's "Links To:" dropdown, select "(Another Conversation)".
Re: Same quest node, multiple Npcs dialogues
How did I miss it.. This is perfect! I think everything's covered really, thanks a lot for the help!
Re: Same quest node, multiple Npcs dialogues
Happy to help!