Difference between revisions of "Quest Smart Object Template Documentation"
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This article aims to explain the structure and inner workings of the default quest template. Every new quest tree (created in Swift) looks like this. | This article aims to explain the structure and inner workings of the default quest template. Every new quest tree (created in Swift) looks like this. | ||
− | Read [[MBT_Trees|MBT]], [[Quest_System_Documentation|Quest System]], Smart objects, XGEN NPC Editor, and Flow Graph documentations first. | + | Read [[MBT_Trees|MBT]], [[Quest_System_Documentation|Quest System]], Smart objects, [[WH_XGen_NPC_Editor|XGEN NPC Editor]], and Flow Graph documentations first. |
= Sections = | = Sections = | ||
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#Sections marked “5” usually contain over 95% of the quest’s MBT logic. | #Sections marked “5” usually contain over 95% of the quest’s MBT logic. | ||
#Nodeset “6” serves for unlocking the tree (specifically node “2”) after loading. All trees are restarted after loading and this logic simply reconstructs the function of node “1”, which cannot be executed more than once. | #Nodeset “6” serves for unlocking the tree (specifically node “2”) after loading. All trees are restarted after loading and this logic simply reconstructs the function of node “1”, which cannot be executed more than once. | ||
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[[Category:Documentation]] [[Category:Kingdom Come Deliverance]] | [[Category:Documentation]] [[Category:Kingdom Come Deliverance]] | ||
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Latest revision as of 11:09, 18 February 2020
Quest Smart Object template
This article aims to explain the structure and inner workings of the default quest template. Every new quest tree (created in Swift) looks like this.
Read MBT, Quest System, Smart objects, XGEN NPC Editor, and Flow Graph documentations first.
Sections
Logic flow
- Right after the game starts, the whole tree is stuck at nodes “2” and “4”, and waits for quest activation.
- When the quest is activated this tree receives the message, processes it, and runs the node “1”
- This in turn unlocks the node “2”
- What follows is an init sequence which should load up all needed assets and set initial states. The end of the init sequence is node “3”.
- This in turn signals that all assets are loaded and unlocks node 4
- Sections marked “5” usually contain over 95% of the quest’s MBT logic.
- Nodeset “6” serves for unlocking the tree (specifically node “2”) after loading. All trees are restarted after loading and this logic simply reconstructs the function of node “1”, which cannot be executed more than once.
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