I'm trying to show a different message based on the state of some quest (using CurrentQuestState("name")==X as a condition). The rest of the game changes the quest's state correctly, but when starting the conversation it gets forcibly set to "active", ruining the whole logic-
Right now I just have two initial nodes (call them A and B), where A is run when the state is unassigned (CurrentQuestState("name")=="unassigned") and B when it isn't (CurrentQuestState("name")~="unassigned"). Since the START node forces the quests to "active", node A is never run. The quest's initial state is set to "unassigned" and both Trackable and TrackOnStart are set to false.
What could I do?
Quest force set to active when beginning conversation
Re: Quest force set to active when beginning conversation
Hi,
It sounds like just need to remove the script from the <START> node that sets the quest active. What am I missing?
If the <START> node doesn't have a Script that sets the quest active, look for something else that's setting the quest active, such as a Dialogue System Trigger with Actions > Set Quest State.
It sounds like just need to remove the script from the <START> node that sets the quest active. What am I missing?
If the <START> node doesn't have a Script that sets the quest active, look for something else that's setting the quest active, such as a Dialogue System Trigger with Actions > Set Quest State.