Dialogue/ Quest Machine/ Inventory Integration Issues
Posted: Sat Mar 18, 2023 2:41 am
Hey Tony,
Not sure why, but there appears to be some issues that have cropped up on parts that used to work; and am hoping you'd be able to provide some insight as to how to fix them. In general, the problems started cropping up once I tried to increase the number of quests & create branching dialogue paths. In trying to fix some of these issues, things that worked previously also stopped working.
The Quest still appears in the journal, however the HUD does not appear. The GameObject appears to be active but not picking up and generating the expected text.
Conversation uses the "Quest Dialogue UI" instead of Dialogue Manager conversation
After reverting from multiple quests back to a singular quest (to debug); one of the quests is broken (collect_wood) - and instead goes to the "Quest Dialogue" UI instead of going into the Dialogue Manager to determine the conversation AFTER the initial conversation works fine. The condition should be satisfied, but even if it wasn't - I've got the unconditional fallback of "hey" so it looks like it's just not using Dialogue Manager (and probably is a toggle somewhere? though I don't remember making this change). The OTHER quest (kill_beholder) however uses the Dialogue Manager system as expected.
Inventory counter appears to be broken - not sure if it's related to other issues
The wood counter integration with inventory engine USED to work, however, it no longer does and I'm not sure why. I did notice that the counter set-up still specified the message system on the Quest Editor -> but relied on the inventory inventory count condition node to pass one of the Quest Nodes. Should I be setting this as a "data sync" in the Quest Editor instead of pointing to a message system?
Counter not working between scenes - although the quest node passes to the next step
The counter doesn't seem to filter through into the Journal UI in either scene; though the quest node updates as if the counters were working as expected. I.e. it goes to the next node after killing 2 beholders (just doesn't display the counters in the Quest Journal/ HUD).
Best Regards,
C
Not sure why, but there appears to be some issues that have cropped up on parts that used to work; and am hoping you'd be able to provide some insight as to how to fix them. In general, the problems started cropping up once I tried to increase the number of quests & create branching dialogue paths. In trying to fix some of these issues, things that worked previously also stopped working.
- Quest HUD stopped appearing
- Conversation uses the "Quest Dialogue UI" instead of going down the Dialogue Manager AFTER the initial conversation when switching back to single quest to debug multi-quest & appears to be the Quest GIVERS selection list
- Inventory integration seems to have stopped working/ counting the number of items
- Counter appears to not be working as expected between scenes - though the quest journal updates (after adding it to the persistent object as per the previous post)
The Quest still appears in the journal, however the HUD does not appear. The GameObject appears to be active but not picking up and generating the expected text.
Conversation uses the "Quest Dialogue UI" instead of Dialogue Manager conversation
After reverting from multiple quests back to a singular quest (to debug); one of the quests is broken (collect_wood) - and instead goes to the "Quest Dialogue" UI instead of going into the Dialogue Manager to determine the conversation AFTER the initial conversation works fine. The condition should be satisfied, but even if it wasn't - I've got the unconditional fallback of "hey" so it looks like it's just not using Dialogue Manager (and probably is a toggle somewhere? though I don't remember making this change). The OTHER quest (kill_beholder) however uses the Dialogue Manager system as expected.
Inventory counter appears to be broken - not sure if it's related to other issues
The wood counter integration with inventory engine USED to work, however, it no longer does and I'm not sure why. I did notice that the counter set-up still specified the message system on the Quest Editor -> but relied on the inventory inventory count condition node to pass one of the Quest Nodes. Should I be setting this as a "data sync" in the Quest Editor instead of pointing to a message system?
Counter not working between scenes - although the quest node passes to the next step
The counter doesn't seem to filter through into the Journal UI in either scene; though the quest node updates as if the counters were working as expected. I.e. it goes to the next node after killing 2 beholders (just doesn't display the counters in the Quest Journal/ HUD).
Best Regards,
C