Hey everyone. I am making a single-player horror game. I want to make a mission system,which is going to have like 12-15 missions. Missions are gonna include puzzle-solving,bringing items etc. The problem is,I want missions to happen one by one,like once the player finishes a mission,and goes a place,then second mission is gonna start. Can anyone guide me?
Regards.
This is probably the easiest thing you will encounter.
You need a “mission manager” that will have a list of tasks (an array), and a task object itself, which the delegate will call when the mission is completed.
Thanks for your reply sir! Can you be more spesicific if you don’t mind? I’m kinda new at UE…
Create two Blueprint classes that are children of the Actor class: “Mission Manager” and “Mission”.
In Mission blueprint - set the flag “Generate Abstract Class” in Class Settings (this is not required but it is a good practice since your base class has no functionality and with this flag you will not be able to add actors of this class to the level) and add a delegate named “OnMissionComplete” and custom event “StartMission” to it.
Then you create child classes from “Mission” class, where you track the execution of a specific missions, and after all conditions are met, you call the “OnMissionComplete” delegate.
In Manager blueprint - create something like this:
Then add one manager to the level, and child missions, and add them to the manager array on the level.
“Open the eye” to the array so it can be modified on the level.
Strictly speaking, you can not make a manager, but just tell one mission which one should be completed next, but for such tasks, in my opinion, it is better with a manager.
I will try this. Thanks a lot!
I’m so sorry but would you mind if I ask you to explain step by step? Like I said earlier I am new at unreal engine and having some trouble understanding and applying some of the things that you did and explained…
From this description, it seems like you don’t need to check if certain conditions are met to set a mission as completed. For example, if the next mission is behind a door and the current mission is to open that door, that already means a new mission can only be assigned upon the completion of the previous one. And I feel like that’s the case in your game. So the tutorial I’ve provided in my initial post should be sufficient for your objective.
Yes and no For example,first mission is gona be going inside,but when the player gets inside there’ll be 11-15 more missions. I don’t want all to be triggered,I want them to be step by step. Also thanks for providing the video.
I don’t think that would be a problem
Game will be in a stricted area,so if I use collision box etc to trigger the mission then the player will interact all of them…
The trigger can be any other thing.
Like I explained before, I think the first tutorial I provided should do the job for your specific case, but here’s another one if you wanna check that out as well:
Hope these help!
Any helps?