Hi,
Apologies again for a silly question.
I had the line "gameobject.GetComponent<QuestJournal>().ShowJournalUI(); or HideJournal();" to open or close the Journal when I was using Quest Machine and it would display the Quests along with the details and button options.
As I am technically not using the Quest Journal from Quest Machine but using the Dialogue Managers prefabs how do I open the Tracker UI? I still have the Journal attached to the player? Do I need to remove this?
How do I get a "Journal" to show the quest along with the Abandon button, Show details etc or am I using the wrong Tracker/Journal prefab? Do I have to re-assign another prefab for Instantiation? I read some documentation but it does not describe this implementation?
Its like I need to show the Quest Dialogue Panel but using Dialogues prefabs instead? Does that make sense?
Regards,
Cookie
Dialogue System - Journal and Details
Re: Dialogue System - Journal and Details
Hi,
If you're using Quest Machine quests, you should use Quest Machine's Journal UI and HUD UI. Don't use the Dialogue System's quest log window and quest tracker UIs.
If you've switched over to using the Dialogue System's quests instead of Quest Machine, let me know and I'll provide a more detailed answer on that.
If you're using Quest Machine quests, you should use Quest Machine's Journal UI and HUD UI. Don't use the Dialogue System's quest log window and quest tracker UIs.
If you've switched over to using the Dialogue System's quests instead of Quest Machine, let me know and I'll provide a more detailed answer on that.
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Re: Dialogue System - Journal and Details
Hiya,
I think I got it working, essentially somehow between my workings - the children of the Quest Journal UI inside Quest machines prefab had been switched to in-Active. I tested it all a second ago, and it seems to be working as desired.
So what is the reasoning behind the duplicate Dialogue UI ? Is that if you have not purchased QM but just opted to buy DM instead?
Thanks again,
Cookie
I think I got it working, essentially somehow between my workings - the children of the Quest Journal UI inside Quest machines prefab had been switched to in-Active. I tested it all a second ago, and it seems to be working as desired.
So what is the reasoning behind the duplicate Dialogue UI ? Is that if you have not purchased QM but just opted to buy DM instead?
Thanks again,
Cookie
Re: Dialogue System - Journal and Details
Hi,
You're talking about the duplicate quest log window UI, right?
If so, then you're absolutely correct. The Dialogue System has its own quest system that's separate from Quest Machine, apart from the integration. The Dialogue System's quest system is perfectly fine -- Game of the Year games like Disco Elysium and big MMOs like Tale of Toast use it. But many devs were looking for a quest solution with more features and a more visual interface, which is exactly what Quest Machine provides. It has features that the Dialogue System's quest system doesn't have, like a visual node-based quest editor, procedurally-generated quests, and easier methods to update quests during gameplay.
You're talking about the duplicate quest log window UI, right?
If so, then you're absolutely correct. The Dialogue System has its own quest system that's separate from Quest Machine, apart from the integration. The Dialogue System's quest system is perfectly fine -- Game of the Year games like Disco Elysium and big MMOs like Tale of Toast use it. But many devs were looking for a quest solution with more features and a more visual interface, which is exactly what Quest Machine provides. It has features that the Dialogue System's quest system doesn't have, like a visual node-based quest editor, procedurally-generated quests, and easier methods to update quests during gameplay.