Well, I 'm working on an RPG game with a lot of dialogues that is linked to quests.
I do not know how could I match or link quests between 2 different scenes.
e.g.; First scene's quest has to be completed(condition) so Second Scene's quest is only going to be available.
Any Idea?
Furthermore, there will be same people on a scene ,after the mission I come back ,how can I get different dialogue. Do I have to make as scene as there will be there different dialogue or it can be solved by only one dialogue per scene ?
I'm sorry if my sentences is a little confusing.
Thanks
Quest system between scenes
Quest system between scenes
Hi,
I recommend that you examine the Save/Load Example. It contains two scenes: "Airlock" and "Server Room". The Dialogue Manager GameObject is defined in the first room, "Airlock". It has a reference to the dialogue database. By default, the Dialogue Manager remains when you change scenes, which means the dialogue database and any runtime changes also remain.
Quests are not tied to a scene. They're part of the Dialogue Manager's dialogue database and Lua environment. This means they remain when you switch scenes.
Conversation Triggers are tied to a scene, since you add them to GameObjects in the scene. The Conversation Trigger in the first scene can start a different conversation than the Conversation Trigger in the second scene.
You can also use the Conditions field. This only shows a dialogue entry if the Conditions are true. You can use the Lua Wizard to fill in the Conditions field. For example, you can use Conditions to check if the player has completed a quest. If the player has completed the quest, you can choose one dialogue entry. If the player has not completed the quest, you can choose a different dialogue entry. See the conversations in the Save/Load Example and Private Hart's conversation in the Feature Demo example scene.
If this is unclear, please let me know. I'll be happy to answer more questions.
I recommend that you examine the Save/Load Example. It contains two scenes: "Airlock" and "Server Room". The Dialogue Manager GameObject is defined in the first room, "Airlock". It has a reference to the dialogue database. By default, the Dialogue Manager remains when you change scenes, which means the dialogue database and any runtime changes also remain.
Quests are not tied to a scene. They're part of the Dialogue Manager's dialogue database and Lua environment. This means they remain when you switch scenes.
Conversation Triggers are tied to a scene, since you add them to GameObjects in the scene. The Conversation Trigger in the first scene can start a different conversation than the Conversation Trigger in the second scene.
You can also use the Conditions field. This only shows a dialogue entry if the Conditions are true. You can use the Lua Wizard to fill in the Conditions field. For example, you can use Conditions to check if the player has completed a quest. If the player has completed the quest, you can choose one dialogue entry. If the player has not completed the quest, you can choose a different dialogue entry. See the conversations in the Save/Load Example and Private Hart's conversation in the Feature Demo example scene.
If this is unclear, please let me know. I'll be happy to answer more questions.
Quest system between scenes
Thank you for your fast response Yes, I guess I'm going to solve this problem with your help !
(Anyway this is maybe the only one forum, where I always get help , even in short time , so Thank You again! )
(Anyway this is maybe the only one forum, where I always get help , even in short time , so Thank You again! )
Quest system between scenes
Happy to help! I'm finishing up work for the day, but I'll check back first thing in the morning!