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Dialogue System and USurvival Integration

Posted: Tue Dec 04, 2018 7:34 pm
by nathanj
Hi Tony,

Working on the integration of Dialogue System, Quest System and USurvival. Gotta say, for such a powerful operation you've made it pretty painless.

This has probably been discussed before and there's probably a good reason it's not already included but what are the chances of having the LUA generator in Dialogue System display the LUA functions added through the Quest Machine and Dialogue System integration?

Thanks again,
Nathan

Re: Dialogue System and USurvival Integration

Posted: Tue Dec 04, 2018 7:46 pm
by Tony Li
It's possible. Halfway possible is easier, where you could choose a list of functions from the dropdown, but you'd have to type in the parameters. I'm considering this for a future Dialogue System update.

Re: Dialogue System and USurvival Integration

Posted: Tue Dec 04, 2018 7:58 pm
by nathanj
That would be totally fine, kind of like the new Sequencer drop down menu. I just need prompts (plus it would help with all my spleling errors)

A few more things if you don't mind. I'm trying to figure out how to manage conditions.

In the DS Conditions panel should "GetQuestNodeState(FindTheRiver,Return) = "active"" work if there is a node called "Return" in the Quest "FindTheRiver"? or am i I doing this wrong? It doesn't seem to be working

Thanks
Nathan

Re: Dialogue System and USurvival Integration

Posted: Tue Dec 04, 2018 8:23 pm
by Tony Li
Hi Nathan,

Try this:

Code: Select all

GetQuestNodeState("FindTheRiver", "Return") == "active"
Note the quotes. For Lua, they're required. Also, the double equals sign (==) tells Lua to check if the left and right sides are equal. A single equals sign attempts to assign the right value to the left, as in Variable["x"] = 3, which would try to assign the value of 3 to the variable "x".

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Side note: For other readers of this thread who are using regular Dialogue System quests and not Quest Machine, it would be more like:

Code: Select all

CurrentQuestNodeState("FindTheRiver", 2) == "active"
This section contains a short reference table with examples for regular Dialogue System quests.

Re: Dialogue System and USurvival Integration

Posted: Tue Dec 04, 2018 8:27 pm
by nathanj
Awesome. Thanks Tony :D

Re: Dialogue System and USurvival Integration

Posted: Tue Dec 04, 2018 8:47 pm
by Tony Li
Glad to help!

Re: Dialogue System and USurvival Integration

Posted: Tue Dec 04, 2018 10:32 pm
by nathanj
Hey, Tony


Edit: I think I get it.

When the node "Greet" is changed to "success" it completed the quest by continuing along to success.

Sorry, one more question.

In the demo scene for DS and QM how is the Harvest Carrot quest being set to success? I can only see the node states being set in the Dialogue System editor

Nathan

Re: Dialogue System and USurvival Integration

Posted: Tue Dec 04, 2018 10:43 pm
by Tony Li
When the Talk To Villager node is set to successful, the next linked node (Success) automatically becomes active. When active, Success nodes automatically set themselves to successful and set the entire quest to successful.

Re: Dialogue System and USurvival Integration

Posted: Tue Dec 04, 2018 10:46 pm
by nathanj
Thanks Tony,

I think I realised this when you were writing that.

Sorry for bothering you.

Thank you,
Nathan

Re: Dialogue System and USurvival Integration

Posted: Tue Dec 04, 2018 10:51 pm
by Tony Li
No worries! Glad to try to help, even if you beat me to the answer. :-)