Just started... Already stuck - First Quest

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gamingdebugged
Posts: 9
Joined: Sat Oct 19, 2024 8:54 am

Just started... Already stuck - First Quest

Post by gamingdebugged »

Hi,

Thanks for an awesome asset. I followed the first quest tutorial but seemed to have missed something.

The quest is 'Save The Puppy'
The conversation has three condition
if unassigned
if active and
if success

I have attached the dialog manager settings and added a video here:
https://drive.google.com/file/d/1u9u0vl ... sp=sharing

I also have a puppy gameobject with a usable component and a dialogue system trigger (currently inactive)

Any help is appreciated.

Thanks!
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Tony Li
Posts: 22037
Joined: Thu Jul 18, 2013 1:27 pm

Re: Just started... Already stuck - First Quest

Post by Tony Li »

Hi,

Is something else setting the quest state to "active" perhaps?

At runtime, the Dialogue Editor window's Templates tab becomes a Watches tab. You can use the Watches tab to watch the quest state. (Select Menu > Add All Quests.)

You can also temporarily set the Dialogue Manager's Other Settings > Debug Level to Info. This will log a lot of info to the Console. You might be able to trace through to identify what's happening. More info: Logging & Debugging Tips.

Are you by any chance using an Auto Save Load component? If so, it could be loading the quest state from a previously-saved game.
gamingdebugged
Posts: 9
Joined: Sat Oct 19, 2024 8:54 am

Re: Just started... Already stuck - First Quest

Post by gamingdebugged »

Amazing. I think it was the Save Settings. That issue is now solved. :D :D :D

I have unchecked the Dialogue System Saver and Dialogue System Corgi Event Listener.

I will need to turn them back on at a later date...

HOWEVER, now I am stuck in a loop (using the continue button) as when I press continue after the first conversation it loops into the second option when using Space Bar as the 'continue' (or A)

I have tried simulating continue clicks but it just moves to the next convo.

It seems ok if I use the mouse to click the continue button.
Last edited by gamingdebugged on Sat Oct 19, 2024 11:07 am, edited 3 times in total.
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Tony Li
Posts: 22037
Joined: Thu Jul 18, 2013 1:27 pm

Re: Just started... Already stuck - First Quest

Post by Tony Li »

Hi,

The Interaction Tutorial shows how to turn off interaction/player movement components during conversations at 07:00. Since you're using Corgi, the actual steps will be different, but it's worthwhile to at least skim through the video to get an idea of how the Dialogue System works in regards to interaction.

With Corgi, use a ConversationZone as described in Corgi Engine Support. This takes care of disabling Corgi during conversations.

You may also want to tick the Dialogue System Trigger component's Actions > Start Conversation > Prevent Restart On Same Frame Ended checkbox.
gamingdebugged
Posts: 9
Joined: Sat Oct 19, 2024 8:54 am

Re: Just started... Already stuck - First Quest

Post by gamingdebugged »

Smashed it again!

Thank you!
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Tony Li
Posts: 22037
Joined: Thu Jul 18, 2013 1:27 pm

Re: Just started... Already stuck - First Quest

Post by Tony Li »

Glad to help!
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