Hey Tony!
In my game, I have a number of NPCs in which the player has to talk to. They are not the quest giver, just the random people in the environment. I wish to disable the NPCs after player has talked to them. I have tried to put some dialogues in True state, such as, "You have talked to me before." but nothing is coming out as the first dialogue comes out again.
Also, I have tried in my own dialogues by setting the SetQuestNodeState and GetQuestNodeState. But yea, nothing is worked.
Do you have any idea?
[SOLVED] Stop the NPCs from the same dialogues using Quest Machine
[SOLVED] Stop the NPCs from the same dialogues using Quest Machine
Last edited by Mchia_Soo on Tue Sep 10, 2019 4:51 am, edited 1 time in total.
Re: Stop the NPCs from the same dialogues using Quest Machine
For these random people, are you starting the conversation using the Dialogue System or Quest Machine?
If you're using a Dialogue System Trigger:
If you're using the Dialogue System's interaction system (Usable component and Selector or ProximitySelector), then disable the NPC's Usable component after the conversation. You can use the Dialogue System Trigger's Set Component Enabled/Disabled action to do this.
Otherwise add a variable to remember that the player has talked to the NPC. In the conversation, set the variable true. In the Dialogue System Trigger, set the Condition section to require that the variable is still false.
If you're using a Dialogue System Trigger:
If you're using the Dialogue System's interaction system (Usable component and Selector or ProximitySelector), then disable the NPC's Usable component after the conversation. You can use the Dialogue System Trigger's Set Component Enabled/Disabled action to do this.
Otherwise add a variable to remember that the player has talked to the NPC. In the conversation, set the variable true. In the Dialogue System Trigger, set the Condition section to require that the variable is still false.
Re: [SOLVED] Stop the NPCs from the same dialogues using Quest Machine
Problem solved! Thanks.