Example Events Unit - A unit enters Cirlce of Power <gen> Conditions (Owner of (Triggering unit)) == FunkyMonkey Actions Quest - Display to (All players) the Quest Update message: You finished the funkymonkeyquest...
673 posts Sunny Singapore, the lil' red dot joined
#5
uh.. just do like a normal quest except you just trigger it on a player? i mean, like how you would make a quest for everyone, but this time, make it only trigger for one.
you guys dont get it, he wants to have a quest show up for one player:
Quest Test
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Quest for Player Red with the description Only Player 1 [Red] can see me!, using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Disable (Last created quest)
Custom script: if GetLocalPlayer() == Player(0) then
Quest - Enable (Last created quest)
Custom script: endif
u dont have to do it at map init, when ur player shud get the quest like when he talks to NPC. the custom script uses the getlocalplayer function to hide the quest then show it for a specific player. in ur map u prolly wanna replace Player(0) with GetTriggerPlayer(), or w/e player that shud get the quest.