Issue with quest node not auto-activating

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Vomdrache
Posts: 21
Joined: Wed Aug 18, 2021 1:00 pm

Issue with quest node not auto-activating

Post by Vomdrache »

My Quest setup is as follows:
Screen Shot 2022-05-10 at 1.59.21 PM.png
Screen Shot 2022-05-10 at 1.59.21 PM.png (234.76 KiB) Viewed 947 times
A very simple flow where most of the nodes are handled via dialogue completions or a certain enemy being defeated. All nodes are functioning as expected except for "Rest for the Night".

The "Spare with Woten" node has one condition which is fulfilled during combat, however, once the node turns true - the next node "Rest for the Night" is not activated.

I've attempted to handle this using a Lua command on the true state with no luck, however, I do not believe that work-around would be the proper solution regardless.

Let me know if I may be missing something, but I have a previous state in this chain being handle the exact same way with no issues at all.

Thanks in advance,
- Frank
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Tony Li
Posts: 21925
Joined: Thu Jul 18, 2013 1:27 pm

Re: Issue with quest node not auto-activating

Post by Tony Li »

Hi,

Can you try right-clicking on the Quest Editor canvas and select Auto Arrange? This will rearrange the nodes according to their connections. Maybe Spar with Woten isn't actually connected directly to Rest for the Night or something like that.
Vomdrache
Posts: 21
Joined: Wed Aug 18, 2021 1:00 pm

Re: Issue with quest node not auto-activating

Post by Vomdrache »

Nah, no luck - neat tool to know of though.

Also if I manually flag the "Spar with Woten" as true in the Quest Editor in runtime it properly auto activates "Rest for the Night".

Some more context: The condition is met when the Lua int variable "Act_1.trainingComplete" is incremented to 1.

I have this working on an earlier step with the same setup but incrementing a different int variable to 2.
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Tony Li
Posts: 21925
Joined: Thu Jul 18, 2013 1:27 pm

Re: Issue with quest node not auto-activating

Post by Tony Li »

Does the 'Spar with Woten' node become true when the Lua condition becomes true? Or are you setting it true using a Lua function in the conversation?

If you temporarily tick the Quest Machine GameObject's Debug Settings > Debug checkbox, it will log a lot of info to the Console that might give you insight into what's going on.

If that doesn't help, would you please send a reproduction project to tony (at) pixelcrushers.com?
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