Same quest node, multiple Npcs dialogues
Posted: Tue Jul 12, 2022 3:36 pm
Hello! MMO project guy here again
I have been scratching my head about something. So I have QuestMachine and DialogueSystem integrated perfectly, and I preferably wanted to use as much of Lua as possible, so that it can be done by game designers and writers, instead of scripts.
Game project is similar to Animal Crossing behavior, where there is no quest offering or accept/decline quests. And I add the main quest from code.
I have hit an obstacle though, where I want multiple NPCs to have different conversations depending on 1 quest (and 1 quest node status active/inactive), I believe this kinda goes against how QM operates? Would a custom script be needed, to check Npc ID and start a specific dialogue conversation from code instead?
Like each NPC would have only 1 dialogue asset, and in Lua I would check the quest nodes status.
Thanks!
I have been scratching my head about something. So I have QuestMachine and DialogueSystem integrated perfectly, and I preferably wanted to use as much of Lua as possible, so that it can be done by game designers and writers, instead of scripts.
Game project is similar to Animal Crossing behavior, where there is no quest offering or accept/decline quests. And I add the main quest from code.
I have hit an obstacle though, where I want multiple NPCs to have different conversations depending on 1 quest (and 1 quest node status active/inactive), I believe this kinda goes against how QM operates? Would a custom script be needed, to check Npc ID and start a specific dialogue conversation from code instead?
Like each NPC would have only 1 dialogue asset, and in Lua I would check the quest nodes status.
Thanks!