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Quest Machine Invector Integration
Posted: Sun Aug 25, 2024 4:34 pm
by DLaplace
Hi,
I have followed the tutorial and I have checked the documentation, I succeed in having my player receive a task and complete it with the shotgun.
However, when my player runs towards the NPC and triggers the Quest elements and is supposed to stop by being paused, my player continues to run after the quest UI pops up, it frees the arrow selector and I can accept or validate the quest normally though
I want the player to stop when he enters the quest NPC collider at this instant.
It seems to be the case in the demo
Am I missing something ?
Have you been confronted to this issue before ?
Thanks a lot for the support
Have a great day !
Re: Quest Machine Invector Integration
Posted: Sun Aug 25, 2024 5:13 pm
by Tony Li
Hi,
Did you add and configure a Quest Machine Pause Player component to your player GameObject? (See the "Shooter Example" scene.)
Re: Quest Machine Invector Integration
Posted: Mon Aug 26, 2024 3:55 am
by DLaplace
Hi Toni,
Thanks a lot for the fast answer
Yes I did this component is attached to the controller
I don’t know why the character doesn’t stop when he enters the collider of the NPC with the quest.
Everything else works fine. :-/
Re: Quest Machine Invector Integration
Posted: Mon Aug 26, 2024 3:56 am
by DLaplace
Hi Toni,
Thanks a lot for the fast answer
Yes I did this component is attached to the controller
I don’t know why the character doesn’t stop when he enters the collider of the NPC with the quest.
Everything else works fine. :-/
Re: Quest Machine Invector Integration
Posted: Mon Aug 26, 2024 7:58 am
by Tony Li
Hi,
Does the player stop properly in the "Shooter Example" quest included in the integration?
How are you starting dialogue with the player and NPC?
Are there any errors or warnings in the Console window?
Re: Quest Machine Invector Integration
Posted: Mon Aug 26, 2024 4:19 pm
by DLaplace
Hi Toni,
Actually, yes in the shooter examples the player doesn’t stops when I do run toward the NPC and press E at the same time.
It stops with PC controller because the first thing to pop is the V text and. it forces the player to push E to interact with the NPC instead of just walking into a collider.
Do you know Any way to stop the invector character when E is pressed for interaction please ?
Kind regards
DLaplace
Re: Quest Machine Invector Integration
Posted: Mon Aug 26, 2024 4:19 pm
by DLaplace
Hi Toni,
Actually, yes in the shooter examples the player doesn’t stops when I do run toward the NPC and press E at the same time.
It stops with PC controller because the first thing to pop is the V text and. it forces the player to push E to interact with the NPC instead of just walking into a collider.
Do you know Any way to stop the invector character when E is pressed for interaction please ?
Kind regards
DLaplace
Re: Quest Machine Invector Integration
Posted: Mon Aug 26, 2024 4:20 pm
by DLaplace
There is no errors in the console *
Re: Quest Machine Invector Integration
Posted: Mon Aug 26, 2024 4:53 pm
by Tony Li
I can confirm that the player stops correctly when running into a quest giver's trigger. Here's a copy of Shooter Example that starts quest dialogue when the player enters the NPC's trigger collider:
QM_InvectorTriggerEnterExample_2024-08-26.unitypackage
Make sure your quest dialogue UI sends the message "Pause Player" when it opens and "Unpause Player" when it closes, like the example scene's quest dialogue UI does.
Re: Quest Machine Invector Integration
Posted: Mon Aug 26, 2024 7:09 pm
by DLaplace
Hey,
Thanks for the package, the problem is confirmed even with importing your package :-/
So it seems that there is something that doesn’t match with the versions or how my project is setup or something, but it close to be a vanilla one, I have not changed the parameters. :-/