Wondering if there is a way to setup and run MULTIPLE Dialogue system quest dialogue ui's?
Reason being we have multiple quest givers, factions, etc giving different type of procedural quests. If there are no quests available wish for them to interact differently.
Is there a way to do this as could not find how to make it work?
Dialogue system quest dialogue ui
Re: Dialogue system quest dialogue ui
Hi,
If you want to show a different dialogue UI style for each NPC, add an Override Dialogue UI component to an NPC and assign a different dialogue UI.
If you want to show different conversations, there are two ways to do that:
1. Let the integration generate a conversation that lets the player choose which quest they want to talk about. To see an example, talk to the Villager NPC in the Quest Machine Dialogue System Demo scene.
2. If you want to show a conversation that isn't related to quests, configure the NPC with a Dialogue System Trigger that starts a regular conversation. This conversation can check quest states in Lua and branch to quest-specific conversations. It's a little more complicated if you want to tie this main conversation to procedurally-generated conversations for procedurally-generated quests. If you need to do that, let me know and I'll describe the process.
If you want to show a different dialogue UI style for each NPC, add an Override Dialogue UI component to an NPC and assign a different dialogue UI.
If you want to show different conversations, there are two ways to do that:
1. Let the integration generate a conversation that lets the player choose which quest they want to talk about. To see an example, talk to the Villager NPC in the Quest Machine Dialogue System Demo scene.
2. If you want to show a conversation that isn't related to quests, configure the NPC with a Dialogue System Trigger that starts a regular conversation. This conversation can check quest states in Lua and branch to quest-specific conversations. It's a little more complicated if you want to tie this main conversation to procedurally-generated conversations for procedurally-generated quests. If you need to do that, let me know and I'll describe the process.
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- Joined: Wed Jan 22, 2020 1:20 pm
Re: Dialogue system quest dialogue ui
What we are hoping is having a few factions.
1.) Quest Giver Northern
2.) Quest Giver Central
3.) Quest Giver Southern
All of which are setup to give random quests generation, and setup accordingly with different actions, dialogues, motives, etc.
There is a DIALOGUE SYSTEM QUEST DIALOGUE UI that is needed per the tutorial, and has a field Cancel Quest List Text that is in place for when there is no quest to give. This says something lIke
"Good day adventurer. Sorry I have no quest for you"
What we are hoping is to have each faction there own greeting for when there is no Quest to give
I.E. Northern says " Dont bother me adventurer" Central says "Check back another time" ETC..
I tried setting multiple of those up on the quest givers, but it seems to just grab the first one for every response?
Maybe we are missing something , and hopefully you can point in the right direction. Thank you
1.) Quest Giver Northern
2.) Quest Giver Central
3.) Quest Giver Southern
All of which are setup to give random quests generation, and setup accordingly with different actions, dialogues, motives, etc.
There is a DIALOGUE SYSTEM QUEST DIALOGUE UI that is needed per the tutorial, and has a field Cancel Quest List Text that is in place for when there is no quest to give. This says something lIke
"Good day adventurer. Sorry I have no quest for you"
What we are hoping is to have each faction there own greeting for when there is no Quest to give
I.E. Northern says " Dont bother me adventurer" Central says "Check back another time" ETC..
I tried setting multiple of those up on the quest givers, but it seems to just grab the first one for every response?
Maybe we are missing something , and hopefully you can point in the right direction. Thank you
Re: Dialogue system quest dialogue ui
Hi,
Add a Dialogue System Quest Giver component to your NPCs instead of a Quest Giver component. The difference is that the Dialogue System Quest Giver component lets you specify a conversation to play when the NPC has no quests to talk about. This conversation is where the NPC will say "Good day adventurer. Sorry I have no quest for you" or "Don't bother me adventurer."
The Cancel Quest List Text is only used when the NPC has more than one quest to talk about. In this case, the NPC creates a runtime conversation containing a player response for each quest, plus another response that uses Cancel Quest List Text to end the conversation instead of talking about a quest.
Add a Dialogue System Quest Giver component to your NPCs instead of a Quest Giver component. The difference is that the Dialogue System Quest Giver component lets you specify a conversation to play when the NPC has no quests to talk about. This conversation is where the NPC will say "Good day adventurer. Sorry I have no quest for you" or "Don't bother me adventurer."
The Cancel Quest List Text is only used when the NPC has more than one quest to talk about. In this case, the NPC creates a runtime conversation containing a player response for each quest, plus another response that uses Cancel Quest List Text to end the conversation instead of talking about a quest.
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- Posts: 93
- Joined: Wed Jan 22, 2020 1:20 pm
Re: Dialogue system quest dialogue ui
Thank you Tony that worked perfectly !
Re: Dialogue system quest dialogue ui
Glad to help!