Deed Reaction Events not Triggering

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Mchaint
Posts: 7
Joined: Sun Mar 03, 2024 9:16 pm

Deed Reaction Events not Triggering

Post by Mchaint »

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Hello,
I was trying to trigger Deed Reaction Events, such as Playing ParticleSystem and Audio Clip when NPC is Happy(Deed 25 to 100), as shown on above screenshot, but it didn't work.
I can see that Deed Report was working and PAD was showing correct values but the event wasn't triggering.
May I know How to make it work, please.

Regards,
Michael
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Tony Li
Posts: 22107
Joined: Thu Jul 18, 2013 1:27 pm

Re: Deed Reaction Events not Triggering

Post by Tony Li »

Hi,

Can you confirm that Quest Giver Wendy is witnessing the event? Some reasons why she might not be witnessing it:
  • If she's the one committing the deed, and the Faction Manager "Can Witness Self" checkbox is unticked.
  • If the deed has a distance limit and she's outside the radius.
  • If you're using eyesight raycasts and something is blocking her from seeing the deed.
  • If the time between reactions (i.e., time between witnessed events) is under 10 seconds.
If those all check out, are there any errors or warnings in the Console window?
Mchaint
Posts: 7
Joined: Sun Mar 03, 2024 9:16 pm

Re: Deed Reaction Events not Triggering

Post by Mchaint »

Thanks Tony for your reply, I was using VRIF, using all three Pixel Crushers assets Dialogue System,Quest Machine, Love Hate, intergrating each others as per your tutorial.
I noticed that there was an exclamation mark message on console as below.

Love/Hate: PlayerController.Rumor isn't memorable actor:Player target:Police affinityChange:0.00
UnityEngine.Debug:Log (object,UnityEngine.Object)
PixelCrushers.LoveHate.FactionMember:DefaultEvaluateRumor (PixelCrushers.LoveHate.Rumor,PixelCrushers.LoveHate.FactionMember) (at Assets/Plugins/Pixel Crushers/LoveHate/Scripts/Core/Faction Members/FactionMember.cs:1058)
PixelCrushers.LoveHate.FactionMember:WitnessDeed (PixelCrushers.LoveHate.Deed,PixelCrushers.LoveHate.FactionMember,bool,PixelCrushers.Dimension) (at Assets/Plugins/Pixel Crushers/LoveHate/Scripts/Core/Faction Members/FactionMember.cs:761)
PixelCrushers.LoveHate.FactionManager:Update () (at Assets/Plugins/Pixel Crushers/LoveHate/Scripts/Core/Faction Members/FactionManager.cs:516)


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Please also see the Screenshots of Debug Canvas during game play and Faction Database.
Thank you.

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Mchaint
Posts: 7
Joined: Sun Mar 03, 2024 9:16 pm

Re: Deed Reaction Events not Triggering

Post by Mchaint »

Yes, I can confirm that

If she's the one committing the deed, and the Faction Manager "Can Witness Self" checkbox is unticked.
[Ticked]
If the deed has a distance limit and she's outside the radius.
[Nope]
If you're using eyesight raycasts and something is blocking her from seeing the deed.
[Nope]
If the time between reactions (i.e., time between witnessed events) is under 10 seconds.
[I tried from value 0 to 10, all the way back to 300 and waited, but nothing happeded.]
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Tony Li
Posts: 22107
Joined: Thu Jul 18, 2013 1:27 pm

Re: Deed Reaction Events not Triggering

Post by Tony Li »

Hi,

I see the "Quest Giver Wendy.WitnessDeed" message in your Console screenshot.

The Deed Reaction Events component has an undocumented requirement (which I'll remove in version 1.10.47) that the witness must have an Animator in its hierarchy. If Quest Giver Wendy doesn't have an Animator on itself or a child or parent GameObject, try adding one and then test again.
Mchaint
Posts: 7
Joined: Sun Mar 03, 2024 9:16 pm

Re: Deed Reaction Events not Triggering

Post by Mchaint »

Image
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Still didn't trigger :cry:
Wendy is now a fully animated CC4 character, I attached Faction Member screenshot below.
Thanks.

Image
Mchaint
Posts: 7
Joined: Sun Mar 03, 2024 9:16 pm

Re: Deed Reaction Events not Triggering

Post by Mchaint »

Image

For some reasons, after restarting the project, Deed Reaction Events are working now :)
Thank you Tony, really love using your Assets :)
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Tony Li
Posts: 22107
Joined: Thu Jul 18, 2013 1:27 pm

Re: Deed Reaction Events not Triggering

Post by Tony Li »

Thanks! I don't know what was going on there, but I'm glad restarting Unity fixed it. Maybe some old data was cached in the Library folder.
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