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Multiple Actions on Same Interactable
Posted: Sat Dec 08, 2018 10:39 am
by pegassy
I am using DS with UCC integration. I have a game object that has the Interactable and Dialogue System Trigger Interactable Target on it. It is working fine with a single action of the same type. However, I would like the object to set the status of the previous quest entry to success, and the second entry to active. Since I cannot add multiples of the same action in the same component (it is grayed out after I use it once), I tried to add a second DSTIT, however, it does not seem to work.
I tried adding a second Interactable script and introduce the second DSTIT to it, but this did not seem to work either. I remember I could pull that off with the regular Dialogue System Trigger. Is the Interactable script the cause for this limitation?
Thank you.
Re: Multiple Actions on Same Interactable
Posted: Sat Dec 08, 2018 10:56 am
by pegassy
I seem to have resolved this issue. I just realized that I can add a Lua command as an action as well, and do the same quest manipulation through that as well. Also Lua seems to have unlimited possible entries.
Thank you for the great and flexible asset again!
Re: Multiple Actions on Same Interactable
Posted: Sat Dec 08, 2018 11:04 am
by Tony Li
Glad you found a workaround. The original problem was an oversight. Here's an updated integration package that recognizes when you've assigned more than one Dialogue System Trigger Interactable Target to an Interactable component's Targets list:
DS_UCC_Integration_2018-12-08.unitypackage
I've also sent it to Opsive, since they distribute the authoritative version.
Re: Multiple Actions on Same Interactable
Posted: Wed Dec 12, 2018 8:39 pm
by pegassy
Great. I can go with either solution. I am enjoying DS too much right now.
Re: Multiple Actions on Same Interactable
Posted: Wed Dec 12, 2018 8:53 pm
by Tony Li
Hi,
The updated UCCSaver component in
this post adds two things:
1. If your character is tagged
Player and you've specified to load a scene at a spawnpoint, the character will be loaded into the scene at that spawnpoint. This functionality is part of the vanilla PositionSaver component, but just today I added it to UCCSaver (which handles positioning for UCC characters instead of PositionSaver).
2. Adds a Debug checkbox to help debug issues.