QM and uMMORPG

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Hawkadium
Posts: 2
Joined: Wed Dec 12, 2018 2:30 pm

QM and uMMORPG

Post by Hawkadium »

Hello,
How does QM handle the saving, loading, completing quests? I noticed in the update notes "Updated for uMMORPG 1.148."
Does QM support server sided confirmation of quests? Or should I say, how much of QM is server sided?

Thank you.
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Tony Li
Posts: 22106
Joined: Thu Jul 18, 2013 1:27 pm

Re: QM and uMMORPG

Post by Tony Li »

Hi,

Very little is server-side. Quest Machine's state is saved on the server for each player, in a database table named "quest_machine". Most of the rest is handled client-side.

However, the framework exists to do server-side confirmation if you want to. Quest Machine uses a modular condition and action system. A condition is a state that must be true before a quest can be offered or change its state (e.g., be completed). An action is something that happens when a quest changes state, such as activating a spawner or giving a reward. Quest Machine comes with starter template scripts for conditions and actions. Just fill in your code, and Quest Machine will automatically recognize it. If you want to do some kind of server-side activity, you can use the templates and fill in code to talk to the server.
Hawkadium
Posts: 2
Joined: Wed Dec 12, 2018 2:30 pm

Re: QM and uMMORPG

Post by Hawkadium »

Thank you for the reply.
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