Hi,
I am trying to achieve a quest-like system. More in detail: a player obtains an item at the base, then goes around killing stuff until one drops what he wants. Then it should return to the quest giver and return the items in order to continue with the questline. What I cannot do is the following: when the user obtains the items required for the quest he need to go to the base. Once there a trigger would be fired (entered zone xy where quest giver is located) to check if it has the quest items required. This is the trigger:
How can I say that "Value 2" has to be an Apple (item defined in the data editor)?
I've never done stuff with inventories before. I tried to figure out a way to identify specific types of inventory items, but I don't see one. However, I see that in the data editor, items have equip and carry behaviors. So perhaps you should give this item a dummy behavior and use the condition unit has behavior.
Items need to be connected to a unit type, under units the field Stats: Units you can specifiy which item the unit is connected to. Since items in the game are just units. If you want to check if the inventory of a unit has a specific item you have to compare it against a unit type (i.e. Marine). So you can use a unit group loop like this:
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Hi, I am trying to achieve a quest-like system. More in detail: a player obtains an item at the base, then goes around killing stuff until one drops what he wants. Then it should return to the quest giver and return the items in order to continue with the questline. What I cannot do is the following: when the user obtains the items required for the quest he need to go to the base. Once there a trigger would be fired (entered zone xy where quest giver is located) to check if it has the quest items required. This is the trigger:
How can I say that "Value 2" has to be an Apple (item defined in the data editor)?
I've never done stuff with inventories before. I tried to figure out a way to identify specific types of inventory items, but I don't see one. However, I see that in the data editor, items have equip and carry behaviors. So perhaps you should give this item a dummy behavior and use the condition unit has behavior.
Items need to be connected to a unit type, under units the field Stats: Units you can specifiy which item the unit is connected to. Since items in the game are just units. If you want to check if the inventory of a unit has a specific item you have to compare it against a unit type (i.e. Marine). So you can use a unit group loop like this: