Quest force set to active when beginning conversation

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andter99
Posts: 1
Joined: Tue Oct 17, 2023 2:49 pm

Quest force set to active when beginning conversation

Post by andter99 »

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?
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Tony Li
Posts: 21679
Joined: Thu Jul 18, 2013 1:27 pm

Re: Quest force set to active when beginning conversation

Post by Tony Li »

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.
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