Effects

Effects can be added on one of the children of an Event, either on the same object as a DialogueMessage or on an empty object just for the effect. Just like dialogues, they will be executed in the order they appear.

It is possible to create Events that only contain effects (with no dialogues).

In this example, after the FirstTalk event was triggered, and after all the dialogue messages 1, 2 and 3 have been shown, the quest FollowArrow will be completed.

Effect Types

Custom Int/Float/String: Set a custom variable for future conditions or to display with tags.

Show/Hide: Will SetActive or not an object

Spawn/Destroy: Will Instantiate or Destroy an object.

Actor Relation: Add to, or set a custom value linked to a specific Actor. This doesn’t do anything by itself, but you can use that value as a condition in other events.

Start/Cancel/Complete/Fail Quest: Changes the status of a quest.

Quest Step: Set the step of a quest, this normally changes the text description set in QuestData.

Quest Value: Just like Custom Ints and Actor Relation, set a custom variable but linked to a specific quest. Doesn’t do anything by itself, but can be referenced by conditions or displayed.

Start Event: Allow you to start another event, ignoring its conditions.

Start Event If Met: Allow you to start another event, but only if its conditions are true. Play SFX/Music: Just play a sound or start a music. Wait can add a delay before the next effect.

It is possible to code your own Effects, see the scripts section.

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