New To Quest Machine: Quest Not Activating
Posted: Mon Dec 27, 2021 4:18 am
Hello,
As I put in the subject, I'm new to Quest Machine, and I'm following the Tutorials.
I have a project that's also using UFPS, and I've installed the extensions to get that working together with Quest Machine.
However, I can't get past the second video in the tutorial series.
I have a character set up with the Quest Giver script and have assigned my test quest to that.
I've also got the Interactable script with the target set to the Quest Give Interactable Target component.
I've set up the Interaction action in UFPS, and that part is working with the NPC character; when I press the interact button F, the UI dialog pops up with the text from the Offer Text set on the Quest Asset. I don't have any conditions set.
Looking at the NPC's Quest Giver component, I can see that pressing the Accept button is removing the Quest from the Quests list. But, when I look at the Quest Asset, in the Inspector the status is still Wating To Start. However, the HUD text from the Condition node's Active state displays, despite both the Start and Condition node being Inactive.
I'm not sure where to look to debug this. I tried looking at the UI, but editing the Quest Dialog UI script only brings up a "wrapper" script.
As I put in the subject, I'm new to Quest Machine, and I'm following the Tutorials.
I have a project that's also using UFPS, and I've installed the extensions to get that working together with Quest Machine.
However, I can't get past the second video in the tutorial series.
I have a character set up with the Quest Giver script and have assigned my test quest to that.
I've also got the Interactable script with the target set to the Quest Give Interactable Target component.
I've set up the Interaction action in UFPS, and that part is working with the NPC character; when I press the interact button F, the UI dialog pops up with the text from the Offer Text set on the Quest Asset. I don't have any conditions set.
Looking at the NPC's Quest Giver component, I can see that pressing the Accept button is removing the Quest from the Quests list. But, when I look at the Quest Asset, in the Inspector the status is still Wating To Start. However, the HUD text from the Condition node's Active state displays, despite both the Start and Condition node being Inactive.
I'm not sure where to look to debug this. I tried looking at the UI, but editing the Quest Dialog UI script only brings up a "wrapper" script.