Tags duplicated on Trigger Event

Announcements, support questions, and discussion for Quest Machine.
GorkaGames
Posts: 178
Joined: Fri Sep 21, 2018 8:38 pm

Re: Tags duplicated on Trigger Event

Post by GorkaGames »

1. Button cancel ok!!

2. Everything is ok, same than before, a NPC with a box collider (trigger) with your" on trigger event script", player tag as filter and activating questgiver.start dialogue (referring the new GameObject Quest Journal as you mentioned before)..... but the problem persists ....???

3. Another point is that I'm getting a bit crazy with the quests and HUD notifications, doing some tests and not having the expected behabiour.... If I'm on the game without closing or dying is everything ok, but as soon I sart testing everything I can't reproduce the expected behabiour..... I'll keep inorming you but it takes lot of time going back and forward.....
User avatar
Tony Li
Posts: 22104
Joined: Thu Jul 18, 2013 1:27 pm

Re: Tags duplicated on Trigger Event

Post by Tony Li »

GorkaGames wrote: Thu Sep 27, 2018 6:06 pm2. Everything is ok, same than before, a NPC with a box collider (trigger) with your" on trigger event script", player tag as filter and activating questgiver.start dialogue (referring the new GameObject Quest Journal as you mentioned before)..... but the problem persists ....???
I'm not sure how to reproduce this. Here's an example scene: QM_InvectorTest_2018-09-27.unitypackage

I imported Invector's Shooter Template, but the scene uses the basic locomotion controller. When you approach the capsule to your left, it will start dialogue. The scene doesn't use Rewired, but I don't think that makes a difference with this issue.
GorkaGames wrote: Thu Sep 27, 2018 6:06 pm3. Another point is that I'm getting a bit crazy with the quests and HUD notifications, doing some tests and not having the expected behabiour.... If I'm on the game without closing or dying is everything ok, but as soon I sart testing everything I can't reproduce the expected behabiour..... I'll keep inorming you but it takes lot of time going back and forward.....
I also added the Demo scene's menu to the example scene above so you can test saving and loading. Make sure to add the scene (Invector Test) to your build settings so the save system can load it.

I ticked the Save System's Debug checkboxes so it will log helpful information to the Console. For example, when you load a saved game, it might report this:

Save System: Retrieved from PlayerPrefs key Save1: {"m_sceneName":"Invector Test","m_list":[{"key":"Inventory Panel","sceneIndex":1,"data":"{\"carrots\":0,\"wands\":0,\"coins\":0}"},{"key":"NPC","sceneIndex":-1,"data":""},{"key":"PlayerJournal","sceneIndex":-1,"data":"{\"staticQuestIds\":[\"harvestCarrots\"],\"staticQuestData\"...

You can see near the end of that excerpt that the player has the "harvestCarrots" quest.

If that doesn't help, you're welcome to send a copy of your project to tony (at) pixelcrushers.com. I'll be happy to take a look.
GorkaGames
Posts: 178
Joined: Fri Sep 21, 2018 8:38 pm

Re: Tags duplicated on Trigger Event

Post by GorkaGames »

Thanks fi¡or the demos, I'll have a look now.

Finally the Trigger Event is solved changing the script to Collision event instead of trigger.
I don't know why.... maybe some 2018.1 issue??? :)
Or perhaps the script builds in real time some trigger?
User avatar
Tony Li
Posts: 22104
Joined: Thu Jul 18, 2013 1:27 pm

Re: Tags duplicated on Trigger Event

Post by Tony Li »

I'm glad it's working now.

If you ever want to figure out why Trigger didn't work, please send an example scene to tony (at) pixelcrushers.com.
Post Reply