Behaviour trees for game mode/state ? (game script manager)

A game story is made from a story board, with missions for instance, these missions, when completed trigger other events

There are also time based events, all of these are part of a game script, a scenario…

BT’s are too character/AI centric while a game script is more based on a sequence of events that can be ANYTHING and work on a global scale

The fact that for instance the game saves when exiting a particular level, or a cutscene is played…how can I orchestrate this ?

so far I oriented my searched around sequences, game mode/game state (still digging)

but I feel something is missing

I’ll probably implement something simple in the beginning like a list of sequences of events (a state machine in the game state), but you got parallel stories and side missions with their own events

it can be quiet complex

so I was just wondering how do people implement these game scripts ?

there is gotta be a game master of some sort by analogy to RPG’s

thanks for your thoughts on this

hey there.
i think you should look to the gameinstance class, as you may want something persistant around all your level.

you can also take a look a data driven systems.

hope it helps !

thanks, but I already figured these, I was wondering if unreal had some sort of game event manager…saving data was an example of event