Quest System {{ currentPage ? currentPage.title : "" }}

4.1 AQSQuestManagerComponent

This is added to the player controller. It used to control the quests for things like beginning, ending and updating quests.

4.2 AQSQuestTargetComponent

This is added to a quest objective actor and is used to communicate back to the AQSQuestManagerComponent when progress is made on a quest.

4.3 Creating a New Quest

4.4 Setting Quest Details

In the graph with no nodes selected you will have options

   Quest Tag - This is a tag that can be used to reference a quest as a whole.

   Quest Name - The name of the quest overall.

   Quest Description - The detailed description of the quest.

   Quest Icon - Can be assigned if you want to have a texture be included as part of the quest.

4.5 Quest Start Node

This is the entry point to the quest. All quests must start with this node and this node is used for storing Quest Level Details. Right click in the editor surface and add a start node

Text - When an AQSStartNode is selected, you can set the text of the displayed node in the editor. In the editor only for visual representation.

4.6 Quest Objective Node

When an objective node is selected you can set the following

 Objective - This is an AQSQuestObjective. When added you will get an objective tag (this is   the gameplay tag that is listened for to mark a "repetition" complete. 

 Objective Name - This is the Name of the individual objective of a quest. 

 Objective Description - This is a more descriptive detail of the objective itself.

 Referenced Targets - This is an array of gameplay tags that can be used to identify any actors with an AQSQuestTargetComponent that contains the specified gameplay tag assigned to it.

 Complete Conditions - This is an array of AGSConditions that can be used to verify that all conditions of the objective are met before completing the objective. I.E. you must have already completed a prior quest or dialogue before completing this objective.

  Repetitions - This is the number of times a single objective tag must be signalled before calling the objective complete, for example; a value of 5 means you must trigger the ObjectiveTag 5 times to complete the objective.

  Activation Actions - This is an AGSAction that can be triggered when this objective node becomes active. (Such as beginning a timer)

4.7 Quest Succeeded Node

This is the node that specifies a quest is completed successfully. 

Next Quest - If set this is the next quest that will be automatically started upon completion of this node. This is not required.

Activation Actions - This is an array of AGSActions that can be triggered upon reaching this node.

4.8 Quest Failed Node

This is the node that specifies a quest is completed but not successfully.

Next Quest - If set this is the next quest that will be automatically started upon completion of this node. This is not required.

Activation Actions - This is an array of AGSActions that can be triggered upon reaching this node.

4.9 Start a Quest

To Start a quest you’d need to call the StartQuest Node from the AQSQuestManager component with the relative GameplayTag as a parameter. Please remember to provide to the component a Datatable with the list of available quests and make sure that it contains a quest with the provided GameplayTag .

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