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collinviz

questeditor's Issues

Confusing addon instalation

Hello. I am trying to digg in to your quest plugin. I have a problem with understanding how to install it properly.

I installed this plugin via Godot asset library, checked only addons folder and example folder, as you proposed in Readme.md. In projects settings plugin manager I see DialogueEditor, InventoryEditor, LocalisationEditor and QuestEditor. Enabled all of them. Buttons appeared on top, everything seems working, right?

Then I opened quest_example/2d/Level.tscn and it trowed me that inventory manager is missing.

Ok, then I rolled back and in empty project reinstalled plugin with addons, quest_example, dialogue, inventory, localization and quest folders included.

Now I opened quest_example/2d/Level.tscn started the scene and it trowed me nonexistent function 'is_connected' in base 'Nill' and error in res://2d/actors/John.gd if not questManager.is_connected("player_changed", self, "_on_player_changed"): quest manader is present in folders, but where it should be included? In plugins? There is no such plugin in the list. Should it be added as singletone? I realy don't know.

I think you have a wonderful plugin set, just including examples in addon archive is confusing a lot. Could you, please, create a separate demo project in Godot library with all your quest plugins enabled and explained and remove all examples from addons folder? Thank you.

Defining Triggers

Using Godot 3.5.1

When I create new Triggers, they only come up as Undefined and I can't use them. The only thing that is working is a Collect Item task that it reads from the Inventory Editor, but NPCs, Enemies, Destinations, and generic Triggers don't work. How do I define new triggers?

Using an NPC as an example, I have it as a QuestNPC3D Kinematic Body, and I have it listed as an Actor in the Dialogue Editor. But no matter what I do, it won't register as an NPC.

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