rpg kit lite skeleton state machine different
Posted: Sun Jul 05, 2015 2:17 pm
I followed the kill a skeleton tutorial video, player gets the quest but it doesn't register with Converser that I killed a skeleton,
there seem to be a few sub parts to the 'skeleton' state machine, like 'default', 'target' 'dead'. There's also 2 types of skeleton under
the game object, one seems to be turned off.
When I put on debug I get
Dialogue System: Block on False Link (Simon): ID=4:3 'Thanks for killing the skeleton.' Condition='Variable["SkeletonsKilled"] > 0'
UnityEngine.Debug:Log(Object)
PixelCrushers.DialogueSystem.ConversationModel:EvaluateLinksAtPriority(ConditionPriority, DialogueEntry, List`1, List`1, List`1, Boolean)
Database is attached. How do I save my game, is that a RPG Kit function or dialog system function?
there seem to be a few sub parts to the 'skeleton' state machine, like 'default', 'target' 'dead'. There's also 2 types of skeleton under
the game object, one seems to be turned off.
When I put on debug I get
Dialogue System: Block on False Link (Simon): ID=4:3 'Thanks for killing the skeleton.' Condition='Variable["SkeletonsKilled"] > 0'
UnityEngine.Debug:Log(Object)
PixelCrushers.DialogueSystem.ConversationModel:EvaluateLinksAtPriority(ConditionPriority, DialogueEntry, List`1, List`1, List`1, Boolean)
Database is attached. How do I save my game, is that a RPG Kit function or dialog system function?