How to set the, intial state of a Quest (and other related thoughts)
Posted: Tue Mar 14, 2017 1:17 pm
Good day,
I'm having a challenge validating a condition through the dialogue editor: Quest["Find_something_to_kindle_fire"].State == "unassigned", which does not trigger at all. If I remove the condition, the quest works. I have tried to check the initial state of the quest by using QuestLog.GetAllQuests (QuestState.Unassigned) and the quest returns as such. I'm on a tight deadline so at this point I'm wondering a few things:
- How come I can't use the drop down box in the dialogue editor (Quest tab) to select any other state than none;
- Why does the quest return as "unassigned' through QuestLog.GetAllQuests and yet, why it doesn't comply with the condition?
Finally, I have implemented lua variable watching but it only shows me when the quest gets set to new.
And finally, I find that debugging and tracing lua code is very difficult, so I am looking at hooking my dialogs through C# code, that is, being able to use custom functions which would handle conditions so it's easier to trace what's doing what. Any pointers on the best way to do this?
Thanks a lot for your ongoing support,
-Jeff
I'm having a challenge validating a condition through the dialogue editor: Quest["Find_something_to_kindle_fire"].State == "unassigned", which does not trigger at all. If I remove the condition, the quest works. I have tried to check the initial state of the quest by using QuestLog.GetAllQuests (QuestState.Unassigned) and the quest returns as such. I'm on a tight deadline so at this point I'm wondering a few things:
- How come I can't use the drop down box in the dialogue editor (Quest tab) to select any other state than none;
- Why does the quest return as "unassigned' through QuestLog.GetAllQuests and yet, why it doesn't comply with the condition?
Finally, I have implemented lua variable watching but it only shows me when the quest gets set to new.
And finally, I find that debugging and tracing lua code is very difficult, so I am looking at hooking my dialogs through C# code, that is, being able to use custom functions which would handle conditions so it's easier to trace what's doing what. Any pointers on the best way to do this?
Thanks a lot for your ongoing support,
-Jeff