Page 1 of 1
Invector Integration
Posted: Wed May 15, 2019 8:00 am
by TattooRose
Hi,
I have followed all the instructions from the video Invector Integration and have come up with the following issues.
Scene: Invector-Shooter-Melee
- o In the Input Device Manager portion of the video it says to uncheck the Control Cursor State. When I do that and go and accept the quest my character no longer responds to the keyboard inputs except for rotating in place. For now, I re-checked the option and that seems to have worked. Not sure why?
o After accepting the quest, the quest givers dialog box keeps popping up as I try to walk away.
o Once I manage to get away from the quest giver and bring up the journal, I have no mouse cursor and when I move the mouse the main scene is moving with it. I would like on the journal dialogue, if the cursor would appear and not control the Invector scene behind the dialogue until I close it.
o The Save System option looks to save the state but when I do a load it brings my character back as a RAGDOLL and DEAD.
Here are the versions of the assets I am using.
Unity: 2019.1.1f1
Invector Shooter: 1.3.1 (current)
Invector FSM AI Template: FSM AI v1.0 STABLE RELEASE 30/04/2019
Quest Machine: 1.1.7
Dialogue System: 2.1.5 [Core]
If anyone has answers to these issues I would really appreciate it.
Thanks
Re: Invector Integration
Posted: Wed May 15, 2019 8:29 am
by Tony Li
Hi,
Thank you for the detailed report. I'll be posting a fix in a day or two. The latest version of Invector (1.3.0+) changed some things that now cause a few issues with the integration.
The updated integration will address all of the items you mentioned except this one: "After accepting the quest, the quest givers dialog box keeps popping up as I try to walk away."
To keep the tutorial video short, it uses a very simplistic method to start dialogue. Whenever something tagged 'Player' registers a trigger collision, it starts dialogue. In the updated integration package, the example scene will use Invector's vTriggerGenericAction to start dialogue, similarly to how you use the action button to pick up items and interact with other Invector interactables.
Re: Invector Integration
Posted: Wed May 15, 2019 8:41 am
by TattooRose
Thanks Tony
I look forward to the update. I like the packages and I am moving towards using the Dialogue System with my implementation.
TattooRose
Re: Invector Integration
Posted: Wed May 15, 2019 8:50 am
by Tony Li
Great! I think the Dialogue System and Quest Machine make a good combination.
They share many of the same Invector integration scripts (which is why there is a Common folder), so you'll notice the same issues with the Dialogue System's Invector integration, but it will also be fixed at the same time.
Re: Invector Integration
Posted: Wed May 15, 2019 9:07 pm
by Tony Li
The updated Invector integration is available on the
Quest Machine Extras page.
There's also a corresponding one for the Dialogue System on the
Dialogue System Extras page.
Re: Invector Integration
Posted: Thu May 16, 2019 3:29 am
by TattooRose
Hi Tony,
Thank you for the quick updates. Its a pleasure working with people who care about what they do. I have been a programmer for over 35 years so I have seen and heard it all.
Anyway, just downloaded the two packages and applied them to my project.
I followed these steps for importing:
- Common_Invector_Support_2019-05-15
QM_Invector_Support_2019-05-15
DS_Invector_Support_2019-05-15
I tried my scenes but still am seeing some issues. This has got to be me now so I am going to re-create them and see if that does not correct what I am seeing.
I did try the Save System Menu and when I did a save then a load my player did not die.
As soon as I have more details I will post them back out.
Thanks again,
TattooRose
Re: Invector Integration
Posted: Thu May 16, 2019 9:26 am
by TattooRose
Hi Tony,
OK I started a new project and imported the Invector Shooter package along with the Quest Machine package. After that I import and ran the packages for Quest Machine from the common and quest machine 3rd party folders. Once completed I the applied the 05/15/2019 common and quest patch packages.
Next I ran the shooter melee demo scene and verified that all was working properly and it was. Then I duplicate the scene and began from there following the Invector Integration video step by step.
When I finally completed all the steps I ran it and all worked as in the video. I was glad that it must have been something I was doing that cause my initial concern.
The only thing that I noticed was with the Journal and Invector, it seems when I call the journal form up the mouse is still in control by Invector. Not sure if there is an answer to this or some setting I need to include.
Next I am now going to import the Document System applying the 05/15/2019 patch package and follow along with the video provided on using it with quest.
Is there anything additional I need to know being my base package is Invector?
Once again thanks for the quick turn around.
TattooRose
Re: Invector Integration
Posted: Thu May 16, 2019 9:43 am
by Tony Li
Hi,
Take a look at the Quest Machine integration's Shooter Example scene. Inspect Quest Machine > Quest Canvas > Quest Journal UI. The OnOpen() event is configured to send the message "Pause Player", and OnClose() sends "Unpause Player".
I used a Message Events component to send the messages, but if you prefer you could use a Quest Control component. (Call QuestControl.SendToMessageSystem.) They do the same thing.
I put this in the documentation but totally forgot to mention it in the video.
Re: Invector Integration
Posted: Thu May 16, 2019 11:45 am
by TattooRose
Hi Tony,
I followed your suggestion and added a Quest Control to the Quest Journal UI under Quest Machine/Canvas. I then edited the UI Panel's OnOpen /OnClose events to use the quest control and send the system message of Pause Player/Unpause Player.
Once I did that the Journal UI is now acting as expected.
Thanks for the help,
TattooRose
Re: Invector Integration
Posted: Thu May 16, 2019 12:01 pm
by Tony Li
Happy to help!