Hello everyone, I might not be asking the question correctly so let me explain: how do I make a chain of events happen in the level for example if the player is in point A and then goes to point B where he picks something up now when he returns to point A and triggers an event that enables another event in another point C and so on… I’m not that dumb but I would like if someone could point me out on a tutorial for stuff like this because I don’t know really how to ask this to Google everytime I search how to make a level only level designs tutorials show up, I always like to see a tutorial first just to make sure Im not doing it a dumb way, I have already set up my character and all of the interactions and combat systems I needed I know only need to program my storyline and really don’t know how to ask this in Google hehehe thanks in advance to anyone who reads this
First, fix your English. Use punctuation and newlines. Think about your formulation and be concise. Then I can try to help you.
English is not my first language, and thank you for your reply but if I was looking for this kind of answers I would be posting on Facebook or YouTube pewdiepie videos…If you don’t feel like helping then just don’t and have a nice day
It does not matter. You have no right to get help. We help you at our own cost, so the least you can do is to use proper spelling and punctuation to the best degree you can. If it is not your first language, fine. You can still use punctuation however. If you are not willing to make it easy for us we wont answer you. Have a nice day to you too.
Ok sorry I made you risk your life and goodbye
That thread might be somewhat old, but I had a similar problem just recently.
So, here is the solution I came up with if anyone is interested. I made a GameFlow base class that listens events from other GameFlow based actors (via interface). Base class also has a variable bIsActive. Also this base class has arrays of GameFlow actors to activate/deactivate, sounds to activate/deactivate, play sequencer etc - all of this can be set at design time. For example, there is a trigger (not active state) and a closed gate (active state) somewhere in the level. When a player gets to the trigger, the trigger on overlap sends an event to the gate to deactivate (open a gate), displays a message on a screen, then this trigger self destroys. The gate, upon receiving the event to deactivate, will play an opening animation and make a sound. So like that you can make any chain of events as you need.

I hope it will help someone.
