Hiding the Quest Indicator
Posted: Tue Jun 28, 2022 9:45 pm
Howdy all, got a little issue I'm wondering if somebody can help me with.
I'm trying to make it so that a character's quest is unavailable until after talking to another character. In terms of the gameplay and dialogue node progression, I've got it working without a hitch. My only issue is when trying to implement quest indicators, I can't seem to figure out how to implement a "none" state. That is, setting it so that there is no quest indicator before talking to the character needed to unlock the quest (as it is, the character has the quest indicator for Unassigned on startup even though the player cannot yet start their quest). I was hoping the (None) state would make the quest inactive, and then I could set the quest Unassigned using a script (causing the indicator to appear), but it appears the quest machine makes the quest Unassigned by default even if (None) is selected (or at least the quest indicator considers the (None) state to be the same as Unassigned).
Wondering if I'm missing some way to have a quest be inactive until called or if maybe my best bet is a quick and dirty setactive script on the quest indicators.
I'm trying to make it so that a character's quest is unavailable until after talking to another character. In terms of the gameplay and dialogue node progression, I've got it working without a hitch. My only issue is when trying to implement quest indicators, I can't seem to figure out how to implement a "none" state. That is, setting it so that there is no quest indicator before talking to the character needed to unlock the quest (as it is, the character has the quest indicator for Unassigned on startup even though the player cannot yet start their quest). I was hoping the (None) state would make the quest inactive, and then I could set the quest Unassigned using a script (causing the indicator to appear), but it appears the quest machine makes the quest Unassigned by default even if (None) is selected (or at least the quest indicator considers the (None) state to be the same as Unassigned).
Wondering if I'm missing some way to have a quest be inactive until called or if maybe my best bet is a quick and dirty setactive script on the quest indicators.