A public variable as a quest state condition
Posted: Sat Jul 20, 2024 2:10 pm
Hello,
I've been using Dialogue System for Unity paired with Quest Machine. I generally trigger quest progress via dialogue or using a simple custom script to send a message based on certain Usable behavior. My current challenge is that I want to set up a quest state condition so that it progresses to the next stage based on the value of a public variable(s), rather than a Lua variable. I have a game manager in my scene, and when it has certain values (ie stats are at a particular threshold), I need to progress the quest to the next stage. I've had a look through the docs and quest machine components but not sure how I'd go about this sort of thing - are you able to help point me in the right direction? I know the message system is a possible option, but keen to know if there are more direct or optimal ways.
Thank you.
I've been using Dialogue System for Unity paired with Quest Machine. I generally trigger quest progress via dialogue or using a simple custom script to send a message based on certain Usable behavior. My current challenge is that I want to set up a quest state condition so that it progresses to the next stage based on the value of a public variable(s), rather than a Lua variable. I have a game manager in my scene, and when it has certain values (ie stats are at a particular threshold), I need to progress the quest to the next stage. I've had a look through the docs and quest machine components but not sure how I'd go about this sort of thing - are you able to help point me in the right direction? I know the message system is a possible option, but keen to know if there are more direct or optimal ways.
Thank you.