Quest Machine Tutorials: Dialogue System Integration, Procedural Quests
Quest Machine Tutorials: Dialogue System Integration, Procedural Quests
Tutorial 5: Procedural Quest Generation
Tutorial 6: Dialogue System Integration
Tutorial 6: Dialogue System Integration
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- Posts: 178
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Re: Quest Machine Tutorials: Dialogue System Integration, Procedural Quests
Great work,
With Procedural quests:
1. the quest giver can have also the UI (with exclamation icon for example) letting the player know that there are quest available for him? (as in manual quests)
2. with manual quests I activate the beacon / compass icon, sending a message to a game Object with a listener, when some quest has been accepted, so the icon (compass) can be activated and the player knows where to go. Is that possible also with procedural quests? How can we send / receive messages so we can custom the experience?
Thanks,
With Procedural quests:
1. the quest giver can have also the UI (with exclamation icon for example) letting the player know that there are quest available for him? (as in manual quests)
2. with manual quests I activate the beacon / compass icon, sending a message to a game Object with a listener, when some quest has been accepted, so the icon (compass) can be activated and the player knows where to go. Is that possible also with procedural quests? How can we send / receive messages so we can custom the experience?
Thanks,
Re: Quest Machine Tutorials: Dialogue System Integration, Procedural Quests
Yes. If you play Quest Machine's Demo scene, the Knight only generates procedural quests. His indicator UI still appears.GorkaGames wrote: ↑Tue Nov 20, 2018 6:33 amWith Procedural quests:
1. the quest giver can have also the UI (with exclamation icon for example) letting the player know that there are quest available for him? (as in manual quests)
In the next version, I'll add messages that you can send when an action starts and completes.GorkaGames wrote: ↑Tue Nov 20, 2018 6:33 am2. with manual quests I activate the beacon / compass icon, sending a message to a game Object with a listener, when some quest has been accepted, so the icon (compass) can be activated and the player knows where to go. Is that possible also with procedural quests? How can we send / receive messages so we can custom the experience?
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Re: Quest Machine Tutorials: Dialogue System Integration, Procedural Quests
Thanks,
If I want to start the dialogue by code with the procedural quests, whats the exact sentence?
For the manual ones I wrote on my script:
NPCGiver.GetComponent<QuestGiver>().StartDialogue(miJournal);
Thanks,
If I want to start the dialogue by code with the procedural quests, whats the exact sentence?
For the manual ones I wrote on my script:
NPCGiver.GetComponent<QuestGiver>().StartDialogue(miJournal);
Thanks,
Re: Quest Machine Tutorials: Dialogue System Integration, Procedural Quests
If you know that the quest giver already has a quest in its quest list, you can use the same method.
If you need to make sure that the quest giver generates a quest first:
If the quest giver already has a quest, it works eactly like QuestGiver.StartDialogue(). Otherwise it may take a couple frames to generate a quest first.
If you need to make sure that the quest giver generates a quest first:
Code: Select all
NPCGiver.GetComponent<QuestGeneratorEntity>().StartDialogue(miJournal);
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- Posts: 178
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Re: Quest Machine Tutorials: Dialogue System Integration, Procedural Quests
Thanks, works great with this.
One question, I always get the message there is not any mission for the player so I'm doing something wrong.
Do we need to initialize a new DDBB for the procedural quests and assign to the quest manager? Thanks,
One question, I always get the message there is not any mission for the player so I'm doing something wrong.
Do we need to initialize a new DDBB for the procedural quests and assign to the quest manager? Thanks,
Re: Quest Machine Tutorials: Dialogue System Integration, Procedural Quests
Are you sure a quest is being generated? Are there any warnings in the Console window?
You can temporarily set Quest Machine's Debug Settings > Debug Quest Generator to log more details about the quest generation process.
When you get this message, inspect the NPC. Are there any quests in the Quest Giver's Quests list?
Side note: I just noticed an issue in the demo scene. I'm investigating right now to see if I broke one of the demo scene's asset files or if the last update has a bug in the code. I'll post back here soon.
You can temporarily set Quest Machine's Debug Settings > Debug Quest Generator to log more details about the quest generation process.
When you get this message, inspect the NPC. Are there any quests in the Quest Giver's Quests list?
Side note: I just noticed an issue in the demo scene. I'm investigating right now to see if I broke one of the demo scene's asset files or if the last update has a bug in the code. I'll post back here soon.
Re: Quest Machine Tutorials: Dialogue System Integration, Procedural Quests
It was a bug that affected actions whose effects put something in the player's inventory. It's fixed in this patch:
QM109_Patch2018-11-20.unitypackage
This week, I'll submit this fix to the Asset Store. It will also include messages that get sent when actions start and complete.
QM109_Patch2018-11-20.unitypackage
This week, I'll submit this fix to the Asset Store. It will also include messages that get sent when actions start and complete.
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- Posts: 178
- Joined: Fri Sep 21, 2018 8:38 pm
Re: Quest Machine Tutorials: Dialogue System Integration, Procedural Quests
Great, thanks very much for the update with the messages
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- Posts: 178
- Joined: Fri Sep 21, 2018 8:38 pm
Re: Quest Machine Tutorials: Dialogue System Integration, Procedural Quests
These are the messages I get once I approach to the quest giver:
1. I don't get any quest (I don't have any quest either on the quest list at the Quest Giver Component.
2. It repeats 83 times ?
1. I don't get any quest (I don't have any quest either on the quest list at the Quest Giver Component.
2. It repeats 83 times ?
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