[Solved] Quest HUD / Quest Tracking Change Events

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Tony Li
Posts: 21928
Joined: Thu Jul 18, 2013 1:27 pm

Re: Quest HUD Customization

Post by Tony Li »

Oops, I totally forgot about the quest tracking thing, which is the whole reason you started this thread in the first place. :oops:

I'll post an updated example a little later today. It's just a matter of also listening for quest track changed messages.
KingCeryn
Posts: 70
Joined: Sun Aug 23, 2020 5:12 pm

Re: Quest HUD Customization

Post by KingCeryn »

Ah SUCCESS!!! Lol I just figured it out!

I added a Bool in the "QuestStateListener" you sent me, to just change to TRUE when the initial "QuestStateChanged" message is received, and FALSE when its not- then on a separate script that listens for the "QuestTrackToggleChanged" message, I add an Array that I can put all the "StateListener" objects into, do a Foreach to check if that Bool is true (meaning the State's active message has been received), and just invoke the UnityEvents for the "NodeState == Active" condition.

I'll attach script in a package below, as well as a couple screenshots of the components as I used em. You might know a smarter way to do this in ONE script so the Foreach/Array isnt needed, but this works exactly as I need for now!

Thanks so much for all your help LOL, always so complicated for the simplest things!
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QuestTrackListeners.zip
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QuestNodeListener.PNG
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User avatar
Tony Li
Posts: 21928
Joined: Thu Jul 18, 2013 1:27 pm

Re: Quest HUD / Quest Tracking Change Events

Post by Tony Li »

Great! I'm glad you got it all working.
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