Welcome to part 10 of our Developer Tools guide. This time around we’re going to show you how to make quests in the editor, and we will divide this subject into three episodes: First we’ll demonstrate how to place quest elements, or objects necessary for the quest creation. Then we’ll devote the next episode to text implementation. And in the third video, we’ll combine everything to form a simple quest with its own objectives. In our quest the player will have a chance to loot some gear, while the main objective will be to defeat an enemy and recover a specific item. It’s best to start with a SpawnPoint, that is, the spot where the player will appear on the map. Each custom map has its own SpawnPoint called MapStart, which is the default starting point for the player. You can find it by locating a blue flag on the map. Alternatively, you can open the ‘Objects’ window from the toolbar, find MapStart on the list, and double-click it, as shown here.

You can use SpawnPoints to respawn the player after he dies. To enable the respawn function for a SpawnPoint, go to its ‘Attributes’ and select the check box: m_Respawn. Let’s now move the SpawnPoint to a place where the gameplay on our map should begin. What the player will see first after launching your map is crucial, so you can adjust it by changing the direction of the SpawnPoint. Ok, we can now take care of the loot.

The player will definitely need a medkit. First go to the ‘Assets’ window, choose ‘object types’, select the Item Spawner and place it on the map. Now go to the Attributes of the Item Spawner, find the Fields tab, and choose the medkit from the list of available items. Alternatively press the 3 dots button to open the list and type in the item name Apart from specific items, you can also place a container with randomized content. To demonstrate, let’s place a chest that, among other things, will have crafting parts inside. To do that, select the Container and check ‘tools_box’ on the Type list.

When you put containers on the map, you need to place their pivot properly on the ground. Otherwise, the opening animation may be displayed incorrectly. Remember to rotate the object so that its Z axis will be accessible to the player in the game. Now we can add some challenge to the map. Let’s spawn a new quest item and it’s guardian. First we place a Spawner for the AI.

To get the item, the player will have to defeat the enemy. We can change the enemy type and give him a unique name in the ‘Attributes’ window, as shown here. When the AI is there, we can finally place the item for the player to recover. All items the player is required to collect are called quest items. This is a separate group of items than those found in the Item Spawner. By definition, quest items are singular, unique objects that are not commonly available in the game, unlike medkits, weapons or crafting parts. In our case, the quest item is a wallet. To place it on the map, first we need to open the Assets window, go to the ‘meshes’ section, and search for it. Now we only have to change its class to ‘QuestInventoryItemDI’ – you’ll find this option at the top of the Attributes window.

Okay, the last thing to do is to check if all quest elements are working properly in the game. The container and medkit – check. The zombie – check. And the wallet… check. Everything seems to work just right, so thank you for watching and don’t forget to check out the next episode about quest editing..

As found on Youtube