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Quest Requirements

As of Narrative Tales 3.7.0, Quests now have a feature called "Requirements".

These are blueprints that you can dynamically add to your quests to automatically fail if the player doesn't meet the requirements.

Common use cases include:

  • If the player wonders too far from a specific NPC - fail the quest.
  • If the player exits their vehicle - jump to a specific quest state
  • If an NPC dies - fail the quest.

Creation

To create a new requirement, create a new blueprint class type of Quest Requirement.

quest-requirement-creation.png

The requirement doesn't need to return anything, just control the flow of the quest.

Usage

Using a quest requirement is simple. When you want to start applying the requirement, add an event or double click your node, then call the Quest Add Requirement function.

Since the quest requirement is a blueprint object, you can create an instanced quest requirement type to populate it.

instanced-quest-requirement.png

stay-near-actor-variables.png

Adding

Here is an example of the quest requirement Stay Near Actor being added to a quest:

quest-requirement-usage-adding.png

Removing

Then removing it upon its use being no longer needed:

quest-requirement-usage-removing.png