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[SOLVED] Discussed Quest - skipped
Posted: Mon Jun 08, 2020 12:19 pm
by Ant
When my player returns to the quest giver with the condition of Discussed Quest (quest name), the dialogue is skipped and either the successful game state dialogue is shown, or the next quest is immediately offered... Any idea where I'm going wrong?
(Using Unity 2019.3.1f1 - 3D game)
Re: [PROBLEM] Discussed Quest - skipped
Posted: Mon Jun 08, 2020 1:52 pm
by Tony Li
Hi,
You may need to use "Discuss Quest", although I'm not 100% sure in your case. When the player talks to the quest giver about an active quest, Quest Machine sends "Discuss Quest". Then it shows the quest's current content based on quest/node states. As soon as the window has opened with the content, it sends "Discussed Quest".
If your quest node has a condition that waits for Discussed Quest, it will not advance until just after it shows the content. This means it will show content for the previous state. If there's no content for that state, it will show an empty window. But then since it has shown the UI, it will then advance the quest.
If that doesn't help, please provide screenshots of how you've set up your quest. Or take a look at the Villager's quests in the Demo scene.
Re: [PROBLEM] Discussed Quest - skipped
Posted: Tue Jun 09, 2020 5:22 am
by Ant
Hi Tony,
I've attached some screenshots. When the player returns to "Questy" the quest giver, the discussion seems to be skipped, goes straight to the quest successful dialogue...
(It never shows the dialogue "Great job with the rock touchin' thing" or rocket icon)
Re: [PROBLEM] Discussed Quest - skipped
Posted: Tue Jun 09, 2020 7:56 am
by Tony Li
Thanks for the screenshots.
What do the nodes look like at runtime? Nodes in the True state will be green, and Active node(s) will be blue.
Re: [PROBLEM] Discussed Quest - skipped
Posted: Tue Jun 09, 2020 8:58 am
by Ant
Hi Tony, sure, thanks for taking a look...
1 - Player accepts the quest
2 - Player has touched the rock (collider, trigger event)
3 - The INSTANT the player enters the Quest Giver collider, all nodes turn green.
(Also, as a side question - whenever player returns to quest giver after completing the quest, the succesful line is always shown, should it revert back to the no quest greeting or is that how it's supposed to work?)
Re: [PROBLEM] Discussed Quest - skipped
Posted: Tue Jun 09, 2020 10:05 am
by Tony Li
How does the player initiate conversation with the quest giver? Does it happen as soon as the player enters the quest giver's trigger collider?
Would it be possible for you to send a copy of your quest and scene to tony (at) pixelcrushers.com?
Re: [PROBLEM] Discussed Quest - skipped
Posted: Tue Jun 09, 2020 10:17 am
by Ant
Hi Tony,
Right now, yes, the player initiates conversation just by entering the collider. As soon as the player gets close, the dialogue pops up (which is fine for now) but the message shown is the quest's success dialogue, not the dialogue for the penultimate node... I've copied and pasted a quest from the demo and changed just a few bits but the problem persists.
Any ideas?
The project size is pretty big and the scene has a lot of dependencies, not really possible to send it to you.
Re: [PROBLEM] Discussed Quest - skipped
Posted: Tue Jun 09, 2020 10:23 am
by Tony Li
I'll set up a similar quest today and test it out to identify any potential gotchas. I'll update you later today.
Re: [PROBLEM] Discussed Quest - skipped
Posted: Tue Jun 09, 2020 11:45 am
by Ant
Hi Tony,
I set up a new project and couldn't replicate the problem - I'll try deleting Quest Machine from my real project and starting from scratch tomorrow.
One bug I did notice though - if you don't set the Headings (Quest title, usually) and leave the body text for the journal blank, it seems to show the dialogue text in the journal.
Thanks for your help, I'll get back in touch if the problem persists after I reinstall the asset.
Re: [PROBLEM] Discussed Quest - skipped
Posted: Tue Jun 09, 2020 11:51 am
by Ant
Hey Tony, I may have figured it - multiple colliders?
My player has a box collider (trigger) but also a character controller, that create a collider at runtime I believe.
I tried disabling the box collider at run time and it seems to be ok...
Could this be the issue, the quest giver is being triggered twice effectively, skipping the dialogue almost instantly?