as the title says
i am open to suggestions
how do you keep it from quickly becoming a complete mess of spaghetti?
how do you organise something like this?
thanks
as the title says
i am open to suggestions
how do you keep it from quickly becoming a complete mess of spaghetti?
how do you organise something like this?
thanks
hi @tegleg
My idea would be an actor component maybe?
Inside would be all the rules and variables for each mission
You would need to set a standard that encompasses every quest and mission type you require, so will be quite complex.
then on you player have an array of said actor components as a variable and create and add them and remove them as required
then add code to your actor to get current quest and switch quests etc
thanks
actor components is an interesting idea
the player blueprint is kind of overwhelmingly complex already so maybe put all that in some kind of manager actor on the map
either attach them to the player BP or store them in a variable in the player BP
might not be the only way, but its my approach first out my head
hi,
here is a nice tutorial which shows how to implement missions with multiple goals, dialogs, mission marker,…
hope this gets you an idea
cheers
thanks
ill give that a try
Hi Tegleg,
I’m reminded of this Asset Pack in the “Permanently Free Collection”
I’ve never implemented it, but it should at least give an example of a way to organize this system.