character controller
character controller
I'm using dialogue system with invector. I need to turn the quest giver's character controller back on when the quest is completed, so he can follow waypoints. is there a simple way to do this?
Re: character controller
Hi,
If you're using Invector's FSM AI, I don't recall if you can just disable and re-enable the component to make the NPC resume waypoints. If so, make sure the NPC is the Dialogue System Trigger's Conversation Conversant. Then add a Dialogue System Events component to the NPC. Configure the OnConversationStart() event to disable the AI and OnConversationEnd() to re-enable it.
If you're using Invector's FSM AI, I don't recall if you can just disable and re-enable the component to make the NPC resume waypoints. If so, make sure the NPC is the Dialogue System Trigger's Conversation Conversant. Then add a Dialogue System Events component to the NPC. Configure the OnConversationStart() event to disable the AI and OnConversationEnd() to re-enable it.
Re: character controller
Is there an event for quest successful? using the conversation start and end enables the controller after the quest is started.
Re: character controller
Hi,
The OnConversationStart and OnConversationEnd events occur when a conversation starts or ends, respectively. They don't have anything to do with quest states.
The OnQuestStateChange event occurs when a quest changes state (e.g., from unassigned to active, or active to success).
More info: Script Events/Messages
The OnConversationStart and OnConversationEnd events occur when a conversation starts or ends, respectively. They don't have anything to do with quest states.
The OnQuestStateChange event occurs when a quest changes state (e.g., from unassigned to active, or active to success).
More info: Script Events/Messages
Re: character controller
I got it working by adding a scene event to the end of the conversation.