Hi again!
This time I have a question about the HUD when using QuestGeneration.
Let's take a look at the example of the QM Demo.
By default, if you talk to the Knight he generates a quest to kill 3 orcs.
As we can see in the image below, the HUD will show two objects. A heading and a text. The text comes from the TaskText.HUDText of the Kill Action. Where does the title come from? I was not able to find it. Does it happen by default?
Now another problem that I have noticed, is that if you empty the HUDText on the kill action, then when accepting the quest, the HUD will show the title and an empty game object. You can see it in the image below.
Looking forward to your response.
Artem
Problem with HUD when using QuestGeneration
Re: Problem with HUD when using QuestGeneration
Hi,
A procedurally-generated quest's title is always the goal action's display name (e.g. "Kill") plus the main target's descriptor (e.g., "3 Orcs"). If you want to change that behavior, you can make a subclass of PlanToQuestBuilder, and assign an instance of your subclass to the QuestGeneratorEntity's generator.planToQuestBuilder property.
In the next update, I'll make sure the generator checks if you've left HUD Text blank. If so, the HUD won't add a blank line.
A procedurally-generated quest's title is always the goal action's display name (e.g. "Kill") plus the main target's descriptor (e.g., "3 Orcs"). If you want to change that behavior, you can make a subclass of PlanToQuestBuilder, and assign an instance of your subclass to the QuestGeneratorEntity's generator.planToQuestBuilder property.
In the next update, I'll make sure the generator checks if you've left HUD Text blank. If so, the HUD won't add a blank line.
Re: Problem with HUD when using QuestGeneration
Sounds good. Thanks for the reply!
Re: Problem with HUD when using QuestGeneration
Happy to help!