Invector, Quest Machine, Dialogue No Cursor.

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DeidreReay
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Joined: Wed Jan 22, 2020 1:20 pm

Invector, Quest Machine, Dialogue No Cursor.

Post by DeidreReay »

Been following tutorials to get Quest Machine now integrated with Dialogue system, but also invector. So far everything been fine with just dialogue system, but now not able to see cursor with the conversation and therefore can not progress. Was following these two tutorials and using the info provided togeether.



Wonder should we not be setting off the the quests through quest giver and maybe use all Dialogue system together? Or am I just missing ability to set curosr with the Quest as well. Thanks in advance.
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Tony Li
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Re: Invector, Quest Machine, Dialogue No Cursor.

Post by Tony Li »

Hi,

When using Quest Machine and the Dialogue System together, I recommend using Quest Machine's quest journal and quest journal UI; and using the Dialogue System's dialogue UI.

Like in Quest Machine's Invector example scene, add a Quest Machine Pause Player component to the Invector player GameObject.

Add a QuestControl component to your quest journal UI. Configure the journal UI's OnOpen() event to call QuestControl.SendToMessageSystem: "Player Player". Configure OnClose() to call QuestControl.SendToMessageSystem: "Unpause Player":

invectorQuestJournal.png
invectorQuestJournal.png (59.48 KiB) Viewed 1565 times

You can also do the same for your dialogue UI's Dialogue Panel > OnOpen() and OnClose() events.

The Quest Machine Pause Player component will respond to "Pause Player" messages by pausing the player's controls and showing the cursor. It will respond to "Unpause Player" by unpausing the player's controls and hiding the cursor.
DeidreReay
Posts: 93
Joined: Wed Jan 22, 2020 1:20 pm

Re: Invector, Quest Machine, Dialogue No Cursor.

Post by DeidreReay »

Using Quest Machine Pause Player component causes some of the Invector components to become Deactivated. Using Newest Invector Shooter. Any ideas of what to check?
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Tony Li
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Re: Invector, Quest Machine, Dialogue No Cursor.

Post by Tony Li »

That's by design so, for example, the player camera doesn't spin around when you're moving the mouse to click on different areas of the journal UI.

If the journal's OnClick() event is configured to call QuestControl.SendToMessageSystem: "Unpause Player", the script will re-enable those components and hide the cursor again when you close the journal UI.
DeidreReay
Posts: 93
Joined: Wed Jan 22, 2020 1:20 pm

Re: Invector, Quest Machine, Dialogue No Cursor.

Post by DeidreReay »

Right, but this is happening on SCene start. So i do not have control over my player etc. . Anything to check? Why this would happen?
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Tony Li
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Re: Invector, Quest Machine, Dialogue No Cursor.

Post by Tony Li »

Hi,

Try removing the Quest Machine Pause Player script from your UIs and adding it to UIs one at a time to determine which UI is causing the issue.

I suspect it's the Dialogue System's dialogue UI. If so, keep the script off the dialogue UI.
DeidreReay
Posts: 93
Joined: Wed Jan 22, 2020 1:20 pm

Re: Invector, Quest Machine, Dialogue No Cursor.

Post by DeidreReay »

It is the Dialogue Ui that is causing all them to be disabled at start. So.. If trying to have all of this working together and using dialogue ui during Quest Machine conversations. Any ideas? Because we still need that dang Cursor to show up ..
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Tony Li
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Re: Invector, Quest Machine, Dialogue No Cursor.

Post by Tony Li »

Hi,

Try dragging this script onto your player GameObject:

Assets / Plugins / Pixel Crushers / Dialogue System / Scripts / Triggers / Triggers / OnEvent / ShowCursorOnConversation
DeidreReay
Posts: 93
Joined: Wed Jan 22, 2020 1:20 pm

Re: Invector, Quest Machine, Dialogue No Cursor.

Post by DeidreReay »

Dropped that script in but not seeming to do anything.
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Tony Li
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Re: Invector, Quest Machine, Dialogue No Cursor.

Post by Tony Li »

I'll put together an example scene and post it here today.
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