Good Morning,
GameObject is "FLYNN" and QuestGiver.ID is blank/null.
Does the QuestGiver.ID default to ActorID if blank? In this case ActorID is 16.
Thanks
MANUAL CONVERSATION LINK TO PROCEDURALLY GENERATED CONVERSATION
Re: MANUAL CONVERSATION LINK TO PROCEDURALLY GENERATED CONVERSATION
Hi,
This is the ID I'm talking about:
Since you're procedurally generating the conversation, I assume you have a GameObject with a QuestGeneratorEntity component. This component requires that the GameObject also has a QuestGiver component.
You must pass the QuestGiver's ID as the first parameter of the ShowGeneratedQuestConversation() Lua function.
This is the ID I'm talking about:
Since you're procedurally generating the conversation, I assume you have a GameObject with a QuestGeneratorEntity component. This component requires that the GameObject also has a QuestGiver component.
You must pass the QuestGiver's ID as the first parameter of the ShowGeneratedQuestConversation() Lua function.
Re: MANUAL CONVERSATION LINK TO PROCEDURALLY GENERATED CONVERSATION
Thats all it was! Updated the ID field and it worked.
When I was using the DialogueSystemQuestGiver Component, I left the ID and Display name blank. Obviously, QM is different and I need to stay consistent throughout my project.
I'll have to rewatch the QM tutorials/documentation and adjust accordingly.
Thanks again! As always greatly appreciate your support.
When I was using the DialogueSystemQuestGiver Component, I left the ID and Display name blank. Obviously, QM is different and I need to stay consistent throughout my project.
I'll have to rewatch the QM tutorials/documentation and adjust accordingly.
Thanks again! As always greatly appreciate your support.
Re: MANUAL CONVERSATION LINK TO PROCEDURALLY GENERATED CONVERSATION
Is there functionality within QM to get the Procedurally Generated Quest - QuestID or do I need to write a custom LUA or Method to get this information?
DS Conversation runs and I can Link to the Procedural Generated Conversation and successfully accept the quest. Quest is in the player's journal.
When I go back to talk to the NPC QuestGiver, I run the same DS Conversation and depending on the condition (Active or Turn in) Link to the PGC.
I do not know how to check the status of a Procedurally Generated Quest.
Normally I would use the LUA dropdown menu / QUEST and check the status. However, since this is quest is procedurally generated it is not in that list of known quests.
The Quest Name and QuestID are randomly generated, So I just can't "hard code" it.
Appreciate you pointing me in the right direction.
Thanks
DS Conversation runs and I can Link to the Procedural Generated Conversation and successfully accept the quest. Quest is in the player's journal.
When I go back to talk to the NPC QuestGiver, I run the same DS Conversation and depending on the condition (Active or Turn in) Link to the PGC.
I do not know how to check the status of a Procedurally Generated Quest.
Normally I would use the LUA dropdown menu / QUEST and check the status. However, since this is quest is procedurally generated it is not in that list of known quests.
The Quest Name and QuestID are randomly generated, So I just can't "hard code" it.
Appreciate you pointing me in the right direction.
Thanks
Re: MANUAL CONVERSATION LINK TO PROCEDURALLY GENERATED CONVERSATION
Hi,
You'll have to write a C# method to get the procedurally-generated quest and return its ID. For example:
Alternatively, you can use the ShowGeneratedQuestConversation() Lua function in a dialogue entry and link that same entry to another dialogue entry:
If ShowGeneratedQuestConversation() is able to start a procedurally-generated quest conversation, it will play that conversation. Otherwise it will continue the current conversation ("Hello. What's up?").
You'll have to write a C# method to get the procedurally-generated quest and return its ID. For example:
Code: Select all
var quest = QuestMachine.GetQuestJournal().questList.Find(q => q.isProcedurallyGenerated);
return quest.id;
If ShowGeneratedQuestConversation() is able to start a procedurally-generated quest conversation, it will play that conversation. Otherwise it will continue the current conversation ("Hello. What's up?").
Re: MANUAL CONVERSATION LINK TO PROCEDURALLY GENERATED CONVERSATION
Awesome... Thank you!