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Objectives without Dialogues, QuestGivers and Journal

Posted: Wed Jun 05, 2024 10:34 pm
by legaga
Hi, Tony! I recently started studying this tool, watched video tutorials and did not understand one point a little.
I need to implement something like objectives for the player that will arise without a specific Quest Giver. For example:
the game begins -> the cut scene is played -> "New Objective: go do something"
If the player came to a certain area and did a certain action, then the Task is completed and the next task is called.
All I need is to display the current task in the HUD. No dialogues, no quest givers, no journal.
How to set it up correctly? And how do I specify the events that determine the completion/start of tasks? If I want quests to be set after cut scenes or other events.
I didn't find any instructions for this case :(

Re: Objectives without Dialogues, QuestGivers and Journal

Posted: Thu Jun 06, 2024 7:59 am
by Tony Li
Hi,

To give the quest, you can add a Quest Giver component to an empty GameObject. Add your quest(s) to the Quest Giver component's Quests list. Then add trigger collider and a Trigger Event component, and configure the Trigger Event's OnTriggerEnter to call QuestGiver.GiveAllQuestsToQuester. Alternatively, you can give the quests to the player in a script. (See How To: Start Quest From Script.)

The player still needs a Quest Journal component to hold and track the quest, but you don't have to show a quest journal UI. In fact, if you don't configure anything to show the journal UI, by default it won't show.