DS UI for QM content
DS UI for QM content
Is there a simple way to have QM content be placed into my existing DS UI prefab? Or would it be less of a hassle to just create a near identical prefab and tailor it to QM?
Re: DS UI for QM content
Hi,
What kind of Quest Machine content? You can use the integration's Lua functions to include quest counter values and quest states. For example:
What kind of Quest Machine content? You can use the integration's Lua functions to include quest counter values and quest states. For example:
- Dialogue Text: "I need you to pick 3 carrots. You've currently picked [lua(GetQuestCounterValue("harvestCarrots", "carrots"))]."
Re: DS UI for QM content
Ah, fair question. I guess I was curious to see if there was a way to basically have the default QM quest offer window be translated into the DS UI.
For example, the buttons in the QM offer window that select quests would be turned into Response buttons in the DS UI
For example, the buttons in the QM offer window that select quests would be turned into Response buttons in the DS UI
Re: DS UI for QM content
Quest Machine's Dialogue System integration should already do that for you. There's an option on the integration's UI component.
Re: DS UI for QM content
Oh gotcha. I removed the default QM UI and it was giving me issues.
In the Quest offer section of a quest, I have it leading to a DS conversation. Is there a way to lead back to the generated conversation after a response has been selected?
In the Quest offer section of a quest, I have it leading to a DS conversation. Is there a way to lead back to the generated conversation after a response has been selected?
Re: DS UI for QM content
Sorry got another side question in addition to the one above.
Maybe I'm missing something or maybe it's my custom DS UI. But by default, does it show active quests in addition to offerable quests when using DS UI?
Maybe I'm missing something or maybe it's my custom DS UI. But by default, does it show active quests in addition to offerable quests when using DS UI?
Re: DS UI for QM content
Do you mean the generated conversation that shows the list of quests that the player can talk about? If so, then in the response entry's Script field use the StartQuestListConversation("QuestGiverID") Lua function (e.g., in addition to GiveQuest()).
Yes, the DialogueSystemQuestDialogueUI component on your Quest Machine GameObject should show all active and offerable quests that the quest giver can talk about.
Re: DS UI for QM content
Ah thanks, that worked!
However, when starting a new conversation when one has already been started, there is a slight flicker of the UI (obviously refreshing) where the entire UI window disappears and then reappears. Is there any way to prevent/work around that?
However, when starting a new conversation when one has already been started, there is a slight flicker of the UI (obviously refreshing) where the entire UI window disappears and then reappears. Is there any way to prevent/work around that?
Re: DS UI for QM content
It's something I'm going to look into. What's happening is that the original conversation ends, which closes the dialogue UI, and then the next conversation starts, which immediately reopens the dialogue UI. This will cause the visible flicker if your dialogue UI has any kind of show/hide animation. Instead, I need to get the integration to keep the dialogue UI open.
Re: DS UI for QM content
Sounds good, appreciate all the help Tony!