Difference between revisions of "Quest Alias Tab"
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→Fill Type:
imported>Terra Nova2 (→Fill Type:: Research has shown, that specific reference is safe to use, and aliases are persistent til the quest is stopped. Thus added info under Specific Reference.) |
imported>Terra Nova2 m (→Fill Type:) |
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{{WarningBox|If the selected quest isn't running, or the selected alias is empty, or if the alias reference is inside a container, this alias will fail to fill.}} | {{WarningBox|If the selected quest isn't running, or the selected alias is empty, or if the alias reference is inside a container, this alias will fail to fill.}} | ||
;Create Reference to Object: When the quest starts, a reference will be created using the selected base object. The new reference can either be placed at the same location as another Reference Alias (usually a marker), or in the inventory of another Reference Alias (which must be a container of some kind). | ;Create Reference to Object: When the quest starts, a reference will be created using the selected base object. The new reference can either be placed at the same location as another Reference Alias (usually a marker), or in the inventory of another Reference Alias (which must be a container of some kind). | ||
'''Note''': A reference that this fill option, must have the Reference that this reference will create and object to be higher in the Alias list. | |||
;Find Matching Reference: This option allows the Story Manager to find a reference from anywhere in the world (but only persistent references, or Unique actors, can be found this way outside the loaded area). The "Match Conditions" are used by the Story Manager to filter the potential choices. The optional checkboxes are as follows: | ;Find Matching Reference: This option allows the Story Manager to find a reference from anywhere in the world (but only persistent references, or Unique actors, can be found this way outside the loaded area). The "Match Conditions" are used by the Story Manager to filter the potential choices. The optional checkboxes are as follows: | ||
*In Loaded Area: This limits the search to the loaded area (the player's current interior cell, or the 5x5 cells around the player in a worldspace). Useful when you want something near the player. | *In Loaded Area: This limits the search to the loaded area (the player's current interior cell, or the 5x5 cells around the player in a worldspace). Useful when you want something near the player. |