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DS UI for QM content

Posted: Wed Sep 18, 2024 11:27 am
by random
Is there a simple way to have QM content be placed into my existing DS UI prefab? Or would it be less of a hassle to just create a near identical prefab and tailor it to QM?

Re: DS UI for QM content

Posted: Wed Sep 18, 2024 11:35 am
by Tony Li
Hi,

What kind of Quest Machine content? You can use the integration's Lua functions to include quest counter values and quest states. For example:
  • Dialogue Text: "I need you to pick 3 carrots. You've currently picked [lua(GetQuestCounterValue("harvestCarrots", "carrots"))]."

Re: DS UI for QM content

Posted: Wed Sep 18, 2024 11:40 am
by random
Ah, fair question. I guess I was curious to see if there was a way to basically have the default QM quest offer window be translated into the DS UI.

For example, the buttons in the QM offer window that select quests would be turned into Response buttons in the DS UI

Re: DS UI for QM content

Posted: Wed Sep 18, 2024 12:19 pm
by Tony Li
Quest Machine's Dialogue System integration should already do that for you. There's an option on the integration's UI component.

Re: DS UI for QM content

Posted: Wed Sep 18, 2024 12:58 pm
by random
Oh gotcha. I removed the default QM UI and it was giving me issues.

In the Quest offer section of a quest, I have it leading to a DS conversation. Is there a way to lead back to the generated conversation after a response has been selected?

Re: DS UI for QM content

Posted: Wed Sep 18, 2024 2:25 pm
by random
Sorry got another side question in addition to the one above.

Maybe I'm missing something or maybe it's my custom DS UI. But by default, does it show active quests in addition to offerable quests when using DS UI?

Re: DS UI for QM content

Posted: Wed Sep 18, 2024 2:58 pm
by Tony Li
random wrote: Wed Sep 18, 2024 12:58 pmIn the Quest offer section of a quest, I have it leading to a DS conversation. Is there a way to lead back to the generated conversation after a response has been selected?
Do you mean the generated conversation that shows the list of quests that the player can talk about? If so, then in the response entry's Script field use the StartQuestListConversation("QuestGiverID") Lua function (e.g., in addition to GiveQuest()).
random wrote: Wed Sep 18, 2024 2:25 pmMaybe I'm missing something or maybe it's my custom DS UI. But by default, does it show active quests in addition to offerable quests when using DS UI?
Yes, the DialogueSystemQuestDialogueUI component on your Quest Machine GameObject should show all active and offerable quests that the quest giver can talk about.

Re: DS UI for QM content

Posted: Wed Sep 18, 2024 10:07 pm
by random
Ah thanks, that worked!

However, when starting a new conversation when one has already been started, there is a slight flicker of the UI (obviously refreshing) where the entire UI window disappears and then reappears. Is there any way to prevent/work around that?

Re: DS UI for QM content

Posted: Wed Sep 18, 2024 10:37 pm
by Tony Li
It's something I'm going to look into. What's happening is that the original conversation ends, which closes the dialogue UI, and then the next conversation starts, which immediately reopens the dialogue UI. This will cause the visible flicker if your dialogue UI has any kind of show/hide animation. Instead, I need to get the integration to keep the dialogue UI open.

Re: DS UI for QM content

Posted: Wed Sep 18, 2024 10:42 pm
by random
Sounds good, appreciate all the help Tony!