![]() The enemies should be configured to send a message to Quest Machine when killed, such as "Kill:Enemy". Spawners are covered on page 39 of the manual. ![]() Once written, they work in the editor just like the built-in condition types.Īdd a Spawner, and configure it to spawn enemies. The Templates folder contains a starter script for custom conditions. You could write your own condition instead, for example a condition that queries your inventory system. In the Quick Start, the quest node "Find 3 Coins" has a condition "Counter coins >= 3". If the original value is in one of your scripts, you can send this message to notify listeners whenever you change it.Īlternatively alternatively, you don't have to use the message system and counters at all if you don't want to. In this case, the counter listens for the message "Data Source Value Changed"+" name"+ n. You could also tell it to listen for the message "Drop"+"Coin"+ n and decrement the counter accordingly.Īlternatively, you can configure a counter to synchronize its value with an external source. In the quest, you create a counter named coins that listens for the message "Get"+"Coin" and increments the counter value. ![]() In the Quick Start scene, when the player breaks a crate it sends the message "Get"+"Coin"+1. ![]() It's text-based to make it easy to import and export quests to external formats such as JSON, articy:draft, etc. Quest Machine comes with a message system. Click to expand.The counter in the demo scene doesn't bother to track coin removals. ![]()
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