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Using Dialogue Ui With Quest Generator
Posted: Sat Dec 03, 2022 6:45 pm
by DeidreReay
Basically have lots of things working together nicely, but trying to get the random quest generator working for the first time.
This is what we are seeing
1.) Go to quest giver and there is no random generated quest. The Dialogue systems UI (runic) pops up and all this is correct because there are no ORCS yet spawned in so quest giver does not have the need to give quest.
2.) We move towards our spawner and orcs start spawning in. Return to random quest giver.
3.) The random quest giver offers quest to kill orcs (which is correct) but it is using the quest UI and no longer the dialogue systems UI for this.
Can not figure out how to get that using the correct (RUNIC) UI when the quest is offered.
Any help would be greatly appreciated and thanks as always for the incredible tools and help.
Re: Using Dialogue Ui With Quest Generator
Posted: Sat Dec 03, 2022 6:53 pm
by DeidreReay
I am just noticing a Conversion Map? This seems to maybe be what i am hoping for, but is there somewhere a tutorial or guide about how to use this (If in fact this is the missing link)
Re: Using Dialogue Ui With Quest Generator
Posted: Sat Dec 03, 2022 7:49 pm
by Tony Li
Hi,
Please see page 15 of Dialogue System Support.pdf (Quest Generation). If you have any questions about it, please let me know.
Re: Using Dialogue Ui With Quest Generator
Posted: Sat Dec 03, 2022 8:20 pm
by DeidreReay
Sorry but not seeing any page numbers, or searching or Quest Generation anywhere?
Can you share a link?
Re: Using Dialogue Ui With Quest Generator
Posted: Sat Dec 03, 2022 8:34 pm
by Tony Li
Re: Using Dialogue Ui With Quest Generator
Posted: Sat Dec 03, 2022 10:20 pm
by DeidreReay
Thank you and that has helped understand a lot more. Am seeing a few issues though after a few hours in.
All of this is using Invector, Quest Machine, Dialogue System, and setting up Procedural quests.
1.) Once a quest is active and I return to speak to quest giver. The response they give is not what is choosen for ACTIVE response. We get a Generated NPC that says Defeat 2 Orcs. Instead of our selected Dialougue Active conversation.
2.) Genereated NPC is not the quest givers name. So it seems this is all jumbled somewhere.
Looks to me the ACTIVE STATE CONVERSATION does not start, and something else is taking its place.
Any idea where to check for this?
Re: Using Dialogue Ui With Quest Generator
Posted: Sun Dec 04, 2022 7:59 am
by Tony Li
Hi,
Can you compare your setup to the demo scene included in Quest Machine's Dialogue System integration? (It's in Plugins > Pixel Crushers > Quest Machine > Third Party Support > Dialogue System Support.)
Re: Using Dialogue Ui With Quest Generator
Posted: Sun Dec 04, 2022 4:31 pm
by DeidreReay
Demo scene (enabled physics 2d) does not allow interacting? No clue what is going on. Looking through the Actions for generated quests everything looks the same. Issue is the Active Conversation is not starting once a Quest is given procedurally. It just acts either like there is no quest going on , or just says Kill 2 Orcs (even though a specific dialogue is choosen to be said if quest ACTIVE.
Re: Using Dialogue Ui With Quest Generator
Posted: Sun Dec 04, 2022 8:10 pm
by Tony Li
Hi,
What do you mean by not allowing interacting? If you play the "Quest Machine Dialogue System Demo" scene, you should be able to run to the Knight and right-click the mouse to trigger a Dialogue System conversation. This procedurally-generated conversation will say something like "There's grave danger.... kill n orcs." It will use the Basic Standard Dialogue UI since that's what's assigned to the Dialogue Manager in the scene.
If you accept the quest and then talk to the Knight again, he'll say something like "Slay n orcs." The journal should also show that the quest is active.
If you defeat n orcs and talk to the Knight, it will complete the quest and say thanks.
If it doesn't work in your main project, please try creating a new, empty project to experiment with the QM + DS integration. In your main project, you may have changed layers (Edit > Project Settings > Tags and Layers) or replaced the default built-in input manager with a different system such as the Input System package. Quest Machine's demo scenes are built to work with the defaults. (The integration, however, will work with any supported configurations, such as the Input System package.)
Re: Using Dialogue Ui With Quest Generator
Posted: Sun Dec 04, 2022 10:50 pm
by DeidreReay
That is most likely what happened (i tried adjusting different variables for the interacting field and did not work . So layers are probably different etc.)
The only thing I seem unable to get working is that after a random quest is "ACTIVE" having the quester dialogue use an actual dialogue NODE chosen in the System action Conversation Map.
There are three sections and 2 of them work. The Motive dialogue, Turn In Conversation Dialogue work as would be expected. They go to the selected Conversation nodes.
Yet the issue remains the ACTIVE STATE CONVERSATION selected nodes never happen. It will instead say Kill "X" Orcs (if we have the Action_Defeat Active Dialogue Text defined as in your tutorial) (Then also the dialogue gives player response of Whatever is written in the Dialogue System Quest Dialogue UI "Cancel Quest List Text" field.) Which the later was supposed to be for when no Quest is available?
So I am a little confused if i am missing something simple somewhere or if maybe it is bugging out thinking there is no quest to give/ not going to ACTIVE Node or something.
I hope that makes sense.