Quests "Silent Activation" approach?

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Nico
Posts: 4
Joined: Mon Jan 06, 2025 5:56 am

Quests "Silent Activation" approach?

Post by Nico »

Hi!

I am currently working with Quest Machine, hoping it can be my go-to quest system for my game, and I reached a process issue: most of my quests trigger before anything should be displayed to the player.
Example:
- After condition [X] triggers, an object appears in town
- Every other NPC has something to say about it (icon over their head)
- One NPC will actually identify the object.
- THEN, at the end of this specific dialogue, the quest "Activates" for the player, and starts being displayed in both Journal and HUD.

And I'm really unsure how to approach this:
1. Is there a way to delay the "player facing" part of the quest (activation, journal, hud)? That would be ideal.
2. Should I split my quests in 2 quests, the first one being "invisible" (Just like suggested here https://www.pixelcrushers.com/phpbb/vie ... php?t=8638) and then a classic quest?
3. Should I use other systems (Unity events, etc.) to do the "pre-activation steps" until everything is in place and THEN activate the quest? (non optimal)
4. Other ideas?

Thanks a lot in advance for the answer.
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Tony Li
Posts: 22871
Joined: Thu Jul 18, 2013 1:27 pm

Re: Quests "Silent Activation" approach?

Post by Tony Li »

Hi,

You can do that with Quest Machine.

Add the quest to the player's Quest Journal at design time. (Alternatively, add it at runtime via script.)

Assuming you've added it to the player's Quest Journal at design time, set Autostart Conditions. When these conditions are true, it will change the quest's state from WaitingToStart to Active.

Leave the quest's main info > Active state > HUD Text and Journal Text lists empty.

Set up the nodes similarly to this concept:

visiblePartwayThrough.png
visiblePartwayThrough.png (32.94 KiB) Viewed 5866 times

Leave the HUD & Journal Text empty for Hidden Step (note: this is a passthrough node) and Greet NPC 1/2/3. In the Active state > Actions list for Greet NPC 1/2/3, use the Set Indicator quest action to set the corresponding NPC's quest indicator. You can also use actions in Hidden Step and Greet NPC 1/2/3 to do your other pre-activation tasks.

In Visible Step's HUD & Journal Text, include Heading Text to show the quest title as well as Body Text to show whatever else you want to show in the HUD and journal.

Alternatively, you could split it into two quests like in the thread you linked. Use whatever feels like it fits best with your workflow.
Nico
Posts: 4
Joined: Mon Jan 06, 2025 5:56 am

Re: Quests "Silent Activation" approach?

Post by Nico »

Oh, being able to actually have part of an active quest not visible neither in Journal nor HUD feels amazing!
Thanks a lot for such a detailed and speedy answer. Your reputation precedes you, but you truly offer one-of-a-kind support!

Cheers, and thanks again!
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Tony Li
Posts: 22871
Joined: Thu Jul 18, 2013 1:27 pm

Re: Quests "Silent Activation" approach?

Post by Tony Li »

Hi,

Glad to help! If any questions come up regarding this, just let me know.
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