how to make like if the charactor has a perticular item then only the gate will open
bool isCarringItem
if (isCarringItem) openGate();
can you send the whole code
I have a system like this but it’s for completed quests. The gate class has a variable that is instance editable/expose on spawn that I can set to a given quest when I place it in the map. The players quest log is queried on interact. Could implement a system like this that just queries the inventory instead
i want a that type of system when a player completes a quest, the player gets the key and by that key a perticular door is opened
My quest and inventory systems are centered around structs/data tables. One of the variables is my quest struct is an inventory item data table row handle, that is awarder to the player on quest completion. It’s quite a bit of work to set that all up from scratch if you dont currently have anything in place. If you want some help you can find me on discord: roflmaster.(With period) I followed a YouTube series by Ryan Laley to setup the basic then evolved it into my own thing.
ACCEPT MY REQUEST BY NAME OF ARHAM GAMER