Quest Monitor Feedback Loop
Posted: Wed Dec 05, 2018 6:18 pm
Hi Tony,
I'm trying to set up a condition in my quest that can revert quest node states if the player drops an item they were meant to collect to complete a previous node.
So, say there is a gather quest of three pieces of firewood. There are two conditional nodes: one for "Gather" and one for "Return". I would like it that if the player drops a piece of firewood while the "Return" node is active (and the "Gather" is true) that a monitor node reverts the quest node states so "Gather" becomes "active" again and "Return" becomes unassigned.
In the Picture above the "Condition 4" node is supposed to check it the amount drops below the required amount to set the "Gather" node to true (in this case 3 pieces of Firewood) and if so send "Actions", to set "Gather" to "Active" and "Return" to inactive, when it's state becomes "True"
This is slightly complicated in that I'm using USurvival, otherwise I think I could use the Counter system. Maybe I can sync a counter to a USurvival inventory item amount. Is this possible?
I'm petty sure that this is possible with Quest System as there is a continual checker. This is awesome as with Dialogue System we had to use a rather cumbersome Node canvas script to check item states to revert conditions when necessary.
I hope this makes sense. It feels like a very convoluted explanation
Thanks
Nathan
I'm trying to set up a condition in my quest that can revert quest node states if the player drops an item they were meant to collect to complete a previous node.
So, say there is a gather quest of three pieces of firewood. There are two conditional nodes: one for "Gather" and one for "Return". I would like it that if the player drops a piece of firewood while the "Return" node is active (and the "Gather" is true) that a monitor node reverts the quest node states so "Gather" becomes "active" again and "Return" becomes unassigned.
In the Picture above the "Condition 4" node is supposed to check it the amount drops below the required amount to set the "Gather" node to true (in this case 3 pieces of Firewood) and if so send "Actions", to set "Gather" to "Active" and "Return" to inactive, when it's state becomes "True"
This is slightly complicated in that I'm using USurvival, otherwise I think I could use the Counter system. Maybe I can sync a counter to a USurvival inventory item amount. Is this possible?
I'm petty sure that this is possible with Quest System as there is a continual checker. This is awesome as with Dialogue System we had to use a rather cumbersome Node canvas script to check item states to revert conditions when necessary.
I hope this makes sense. It feels like a very convoluted explanation
Thanks
Nathan