This updated Dialogue System Support package should fix the conversation issue when the quest is active:
QM_DialogueSystemSupport_2022-12-05.unitypackage
This updated package will also be in the next Quest Machine release.
Note: You can also vary the text in conversations by using {tags}. For example, the demo's active state conversation text is:
"Have you {killed} {TARGETDESCRIPTOR}?"
If you've assigned a text table asset to the NPC's Quest Giver component, it will look in the text table for a field named "killed". If this field exists, it will use its value. If you use pipe characters ( | ), you can specify variations. For example, if the "killed" field's value is "defeated|slain|beaten", then the conversation will randomly use "defeated", "slain", or "beaten" in place of {killed}. You can set up different text tables for your North, South, East, and West NPCs to give them different "dialects" or vocabularies.
If no text table is assigned, or if the text table doesn't have a field named "killed", it will use the literal string "killed".
Make sure you've ticked the Dialogue System Quest Machine Bridge component's "Process Quest Machine Tags" checkbox on the Dialogue Manager.
Using Dialogue Ui With Quest Generator
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Re: Using Dialogue Ui With Quest Generator
Thank you very much those script changes fixed it perfectly.
Re: Using Dialogue Ui With Quest Generator
Great! Thanks for confirming.