Page 5 of 6
Re: Quest Generation (Domains)
Posted: Thu Feb 21, 2019 10:08 am
by dlevel
https://ibb.co/qFzH7zD
I don't understand. I used my own prefabs but now I re-imported the default Quest Indicator UI which works on demo knight, but not on my npc/quests, the exclamation mark always appears correctly when the npc has generated a quest, but when the quest is a success it doesn't load Talk indicator. check photo
here is the default Quest Indicator:
https://ibb.co/tJkB3Gv
Re: Quest Generation (Domains)
Posted: Thu Feb 21, 2019 10:18 am
by Tony Li
If you inspect your quest at runtime, does the "return to complete" node have actions to set the quest indicator?
- returnToCompleteIndicator.png (62.08 KiB) Viewed 2767 times
Also, is the Entity ID correct? This is how the action finds the quest giver to set its indicator.
Re: Quest Generation (Domains)
Posted: Thu Feb 21, 2019 10:33 am
by dlevel
yeap that was it, entity ID was different, didn't know it takes it from the entity display name, now it works as intended, phew thanks once again
so this is how it supposed to work so I don't think any changes needed on this part, looking forward for the min/max counters
Re: Quest Generation (Domains)
Posted: Thu Feb 21, 2019 11:21 am
by Tony Li
It should use the Quest Giver's ID, not its Display Name. If that's not what's happening in your project, please let me know.
Re: Quest Generation (Domains)
Posted: Thu Feb 21, 2019 12:28 pm
by dlevel
Yes this is the case and what bugged me, here are some photos to help you identify the issue:
Entity Display Name:
Quest Giver ID:
Quest Entity ID:
Re: Quest Generation (Domains)
Posted: Thu Feb 21, 2019 12:38 pm
by Tony Li
On Yuri, is the Quest Giver component's ID set to "dungeonNPC-test"? When IDs are set on Quest Giver and Quest Entity components on the same GameObject, Quest Machine has to choose one. In this case, it gives preference to the Quest Giver.
Re: Quest Generation (Domains)
Posted: Thu Feb 21, 2019 12:40 pm
by dlevel
Re: Quest Generation (Domains)
Posted: Thu Feb 21, 2019 12:55 pm
by Tony Li
Sorry, that's a straight up bug. I'll make sure it's fixed in the next update. I'll issue a patch release in the next couple of days to address fixes.
Re: Quest Generation (Domains)
Posted: Thu Feb 21, 2019 12:56 pm
by dlevel
it's fine, it works anyway now that I found it
I keep working on my game and will get back with some reward ideas I have for the procedural generated quests, I just wait for the min/max counter first to make correct calculation in real time
Re: Quest Generation (Domains)
Posted: Thu Feb 21, 2019 1:03 pm
by Tony Li
I'll try to get that into the patch release, too, if time allows.