Quest and Dialogue System With Ork
Quest and Dialogue System With Ork
Hello,
I am using the Ork Bridge for both Quest and Dialogue, as well as the Dialogue bridge for Quest Machine.
Right now, I have the player and NPC set up to select a choice and GiveQuest(Quester) based on saying yes or no. It shows in my Dialogue System UI.
I want the Dialogue System UI to play up until a point where the player only says (without a response menu) "Yes, I can do it" and the next window is the Quest Dialogue Window asking the player to accept the quest.
I'm not sure if this is possible?
Thanks in advance,
Iunami
I am using the Ork Bridge for both Quest and Dialogue, as well as the Dialogue bridge for Quest Machine.
Right now, I have the player and NPC set up to select a choice and GiveQuest(Quester) based on saying yes or no. It shows in my Dialogue System UI.
I want the Dialogue System UI to play up until a point where the player only says (without a response menu) "Yes, I can do it" and the next window is the Quest Dialogue Window asking the player to accept the quest.
I'm not sure if this is possible?
Thanks in advance,
Iunami
Re: Quest and Dialogue System With Ork
Hi,
Yes. I think the easiest way would be to use the SendMessage() sequencer command.
Set the "Yes, I can do it" node's Sequence to:
(Note the two commas.)
This assumes that the QuestGiver component is on the other participant in the conversation (i.e., the NPC). If the QuestGiver is on a different, unrelated GameObject, you'll need to specify that GameObject name instead of "listener".
Yes. I think the easiest way would be to use the SendMessage() sequencer command.
Set the "Yes, I can do it" node's Sequence to:
Code: Select all
SendMessage(StartDialogueWithPlayer,,listener)
This assumes that the QuestGiver component is on the other participant in the conversation (i.e., the NPC). If the QuestGiver is on a different, unrelated GameObject, you'll need to specify that GameObject name instead of "listener".
Re: Quest and Dialogue System With Ork
I am having issues. I may not be implementing it right. After "Yes I can do it, nothing comes up.
Under the Offer Offertext, I have headings, texts, and icons set.
I have the convo starter on the Event Interaction of the Quest Giver.
In the Dialogue System node editor, I put the code in the Sequence field and I removed the GiveQuest() in script.
Under the Offer Offertext, I have headings, texts, and icons set.
I have the convo starter on the Event Interaction of the Quest Giver.
In the Dialogue System node editor, I put the code in the Sequence field and I removed the GiveQuest() in script.
Re: Quest and Dialogue System With Ork
Hi,
Here are a few things to check:
1. Make sure the player prefab is tagged "Player". This is how the quest giver finds the player to offer the quest.
2. Make sure the player prefab has a Quest Journal component.
3. The NPC should have a Quest Giver component. The offerable quest should be in its Quests list.
4. The main menu scene should have an instance of the Quest Machine prefab, with your quest database assigned to it. Since the Dialogue Manager already has an Input Device Manager component, you don't need to add an instance of the Input Device Manager prefab.
5. If it still doesn't work, check the Console window for any errors or warnings.
- Temporarily set the Dialogue Manager's Debug Level to Info. When you get to the end of the conversation, look for a line similar this:
Check that NPC Name refers to the correct GameObject (the NPC with the Quest Giver component).
- Then set Debug Level back to Warning. On the Quest Machine GameObject, tick Debug Settings > Debug. This will log Quest Machine activity. You can use it to verify that it's actually trying to start the quest giver dialogue.
Here are a few things to check:
1. Make sure the player prefab is tagged "Player". This is how the quest giver finds the player to offer the quest.
2. Make sure the player prefab has a Quest Journal component.
3. The NPC should have a Quest Giver component. The offerable quest should be in its Quests list.
4. The main menu scene should have an instance of the Quest Machine prefab, with your quest database assigned to it. Since the Dialogue Manager already has an Input Device Manager component, you don't need to add an instance of the Input Device Manager prefab.
5. If it still doesn't work, check the Console window for any errors or warnings.
- Temporarily set the Dialogue Manager's Debug Level to Info. When you get to the end of the conversation, look for a line similar this:
Code: Select all
Dialogue System: Sequencer: SendMessage(StartDialogueWithPlayer, , NPC Name)
- Then set Debug Level back to Warning. On the Quest Machine GameObject, tick Debug Settings > Debug. This will log Quest Machine activity. You can use it to verify that it's actually trying to start the quest giver dialogue.
Re: Quest and Dialogue System With Ork
Hey,
I looked into it, and the Debug.Info has this. The player is tagged player, and the quest giver is on that particular NPC.
Also, If I forget the dialogue system, and just put a Start Dialogue from the Quest Machine side, the Quest Machine Dialogue UI will come up.
https://imgur.com/a/qlY2lzd
I looked into it, and the Debug.Info has this. The player is tagged player, and the quest giver is on that particular NPC.
Also, If I forget the dialogue system, and just put a Start Dialogue from the Quest Machine side, the Quest Machine Dialogue UI will come up.
https://imgur.com/a/qlY2lzd
Re: Quest and Dialogue System With Ork
If you tick the Quest Machine GameObject's Debug Settings > Debug checkbox and then play through that point, do you see a line like this?
What version of Quest Machine are you using? You can find it in the _README.txt file in the Quest Machine folder. "StartDialogueWithPlayer" was added in version 1.0.2.
Code: Select all
Quest Machine: Robby.StartDialogue: #offerable=1 #active=0 #completed=0
Re: Quest and Dialogue System With Ork
I am running 1.0.5
Yes, I am getting that message.
Yes, I am getting that message.
Re: Quest and Dialogue System With Ork
I'm not sure what's going on, unless you perhaps have a Dialogue System Events component (or something similar) that's preventing Quest Machine's quest dialogue UI from appearing.
I'm going to PM you download access to version 1.0.7p20180930. Would you mind backing up your project and then importing this version? This way we can be sure the problem isn't something that's already been fixed.
If that doesn't fix it, would it be possible for you to send a copy of your project to tony (at) pixelcrushers.com?
I'm going to PM you download access to version 1.0.7p20180930. Would you mind backing up your project and then importing this version? This way we can be sure the problem isn't something that's already been fixed.
If that doesn't fix it, would it be possible for you to send a copy of your project to tony (at) pixelcrushers.com?
Re: Quest and Dialogue System With Ork
Sorry, I was on a work trip.
I will do so and get back with you.
Thanks!
Edit: Sent project in a PM.
I will do so and get back with you.
Thanks!
Edit: Sent project in a PM.
Re: Quest and Dialogue System With Ork
Sorry to dig this old thread but I'm having the exact same issue, turn on the debug on DS and QM, the log shows just like your screenshots above, but the quest UI does not show up. I don't know why but the Dialogue System Events component was added to my NPCs automatically(I remove the component manually but still not work).Tony Li wrote: ↑Mon Oct 01, 2018 5:09 pm I'm not sure what's going on, unless you perhaps have a Dialogue System Events component (or something similar) that's preventing Quest Machine's quest dialogue UI from appearing.
I'm going to PM you download access to version 1.0.7p20180930. Would you mind backing up your project and then importing this version? This way we can be sure the problem isn't something that's already been fixed.
If that doesn't fix it, would it be possible for you to send a copy of your project to tony (at) pixelcrushers.com?
My settings are: the quest's offer condition is empty, the quest is in NPC's QuestGiver component. but another NPC with the same settings can show the quest by SendMessage().