Re: Message does not work when the node is active.
Posted: Sat Feb 05, 2022 3:42 pm
You may find it easier to set all of the quests (of this type) to Waiting To Start, with Autostart conditions to wait for the message "Start Quests". Then configure a Timed Event to send that message. I PM'ed you a unitypackage containing an updated SampleScene and TestQuest. This will work for any number of quests, as long as they listen for "Start Quests" to start the quest. You don't have to process each quest individually; just send "Start Quests" once and they'll all go active.