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Change DS quest over to a bark
Posted: Wed Aug 04, 2021 4:52 pm
by Mach4
I have the dialogue system with a quest all set up and working as planned. Is there a way to switch the same game object to bark system once the quest has been completed ? I don't want the player to have to interact with the object after the quest has been completed.
Thanks
Rick
Re: Change DS quest over to a bark
Posted: Wed Aug 04, 2021 9:25 pm
by Tony Li
Hi Rick,
See the setup of the Enemies quest in DemoScene2. This post has a detailed breakdown:
How To: Set Up Quests Without Conversations.
The quest in DemoScene2 doesn't require the player to talk to the quest giver NPC to complete the quest. It completes when the quest counter reaches a specified value. A Dialogue System Trigger on the Enemies GameObject sets the quest to success and shows an alert message. You could just ask easily configure the Dialogue System Trigger to play a bark instead of showing the alert message.
You may also be interested in:
How To: Run UnityEvents On Quest State Change.
Re: Change DS quest over to a bark
Posted: Wed Aug 04, 2021 10:29 pm
by Mach4
Great, I will dig into these options.
Thanks Tony !
Re: Change DS quest over to a bark
Posted: Thu Aug 05, 2021 4:38 pm
by Mach4
Hi Tony -
I reviewed the options and tried to emulate the scene 2 / enemy scene but it would not work. Most likely to my error. I spent pretty much the entire day trying to work this out.
I am still using the setup I created which pretty much emulated your Dialogue / quest video and it works great. I have dialogue (wolf-quest giver and player) and the quest can be completed etc. What I am trying to do is in the event the player somehow winds up back at the "wolf", the the conversation doesn' t repeat itself. That's why I thought changing the wolf to a bark would be fine as I could create enough relative "barks" to cover that scenario.
edit: Or maybe just have uninstantiate the wolf ?
Thanks again
Rick
Re: Change DS quest over to a bark
Posted: Thu Aug 05, 2021 5:56 pm
by Tony Li
I'm not quite sure what you want to do. If you want the wolf to
not start a conversation after the quest has been completed, see
How To: Run a Conversation Only Once.
If you the wolf to bark after the quest has been completed, the second post in that thread presents two ways to do something different when certain conditions are met (such as the quest being complete). Use the first method, which involves two Dialogue System Triggers. Configure the first trigger to start a conversation, with the Conditions that the quest isn't complete yet. Configure the second trigger to bark, with the Conditions that the quest is complete.
Re: Change DS quest over to a bark
Posted: Fri Aug 06, 2021 1:13 pm
by Mach4
Hi Tony -
These two options are great, and I was able to implement, which of course, solved my problem!!
Thanks very much :
Rick
Re: Change DS quest over to a bark
Posted: Fri Aug 06, 2021 1:24 pm
by Tony Li
Happy to help!