1. In the Maps pane, create a blood trail decal (e.g. Ground Bloodsplat 04) and put it in your dungeon.
2. In the Story pane, add an "Inspect Object" objective with the appropriate quest text and detail being set to that blood trail decal. Add the dialogue you want in the Inspect box (e.g. "There's a trail of blood leading northwards.")
Crimson Descent (NW-DRWNLMGYV) - Solo 15-20m combat-focused adventure
I had tried that, but that flags the "Inspect Blood Trail" quest as soon as the previous quest objective is complete.
The player knows to go look for the blood trail.
I was trying to make the quest activate ONLY if the player notices the blood trail and chooses to interact with it.
In effect I want this to be an optional quest that is only triggered if the player happens to explore far enough to find the blood trail.
One option would be to leave the objective text to something vague (e.g. "Look for signs of a struggle.") and set Waypoints to "None". That should prevent there being any trail or highlighted section on the minimap which leads to the trail.
Making an entirely optional branch can be difficult, though. Another alternative is to make the decal interactable, which bypasses the objective system. E.g. you can use items (or other methods) to make subsequent content accessible by gating off areas which require said item.
Crimson Descent (NW-DRWNLMGYV) - Solo 15-20m combat-focused adventure
From reading that I see another way I can achieve, almost, the same thing. And as the "end point" of the blood-trail has just become a hook for introducing an NPC, I'm happy for it to be flagged in the Quest Objectives, but with Waypoints set to "none" so player have to look about for the continuation of the trail
Many, many thanks for your assistance. it is much appreciated.
Comments
1. In the Maps pane, create a blood trail decal (e.g. Ground Bloodsplat 04) and put it in your dungeon.
2. In the Story pane, add an "Inspect Object" objective with the appropriate quest text and detail being set to that blood trail decal. Add the dialogue you want in the Inspect box (e.g. "There's a trail of blood leading northwards.")
I had tried that, but that flags the "Inspect Blood Trail" quest as soon as the previous quest objective is complete.
The player knows to go look for the blood trail.
I was trying to make the quest activate ONLY if the player notices the blood trail and chooses to interact with it.
In effect I want this to be an optional quest that is only triggered if the player happens to explore far enough to find the blood trail.
Does that make sense?
All The Best
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One option would be to leave the objective text to something vague (e.g. "Look for signs of a struggle.") and set Waypoints to "None". That should prevent there being any trail or highlighted section on the minimap which leads to the trail.
Making an entirely optional branch can be difficult, though. Another alternative is to make the decal interactable, which bypasses the objective system. E.g. you can use items (or other methods) to make subsequent content accessible by gating off areas which require said item.
From reading that I see another way I can achieve, almost, the same thing. And as the "end point" of the blood-trail has just become a hook for introducing an NPC, I'm happy for it to be flagged in the Quest Objectives, but with Waypoints set to "none" so player have to look about for the continuation of the trail
Many, many thanks for your assistance. it is much appreciated.
All The Best
Looking For Reviews For Your Foundry Quest?
Drop By Scribe's Enclave & Meet Up With Volunteer Reviewers.