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Quest force set to active when beginning conversation

Posted: Tue Oct 17, 2023 2:58 pm
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?

Re: Quest force set to active when beginning conversation

Posted: Tue Oct 17, 2023 6:22 pm
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.