Hey @nik0jima
I think your solution should work fine the quest log files in the editor are triggered in the quest itself and not by walking into a separate trigger. Journal entries are also triggered by facts, which are added to the game and a quest pause node.
At everyone, I have some questions:
How to connect an rain environment with the rain sound. And how to fix issues with it. Is it important what priority the other sound ambient areas (for music or other ambient sounds) have or why do I only get rain sound when I am outside of an environment? Any clues about what I am doing wrong?
Is there a possibility to activate deactivate light components like point light in a quest and not by activate deactivate/load a certain layer or group. The quest idea is the following I want to hide some obstacle and make an light active? The light should not be active before.
I have only few knowledge about lights but it is possible to define a certain time when it is activated by something? I have seen the tab envColorGroup would this be the solution?
Because I would like to have eg. extra ligths in a cave at the daytime but not any at all in the night.
I hope maybe some experienced modder could answer me this.
Thanks
I think your solution should work fine the quest log files in the editor are triggered in the quest itself and not by walking into a separate trigger. Journal entries are also triggered by facts, which are added to the game and a quest pause node.
At everyone, I have some questions:
How to connect an rain environment with the rain sound. And how to fix issues with it. Is it important what priority the other sound ambient areas (for music or other ambient sounds) have or why do I only get rain sound when I am outside of an environment? Any clues about what I am doing wrong?
Is there a possibility to activate deactivate light components like point light in a quest and not by activate deactivate/load a certain layer or group. The quest idea is the following I want to hide some obstacle and make an light active? The light should not be active before.
I have only few knowledge about lights but it is possible to define a certain time when it is activated by something? I have seen the tab envColorGroup would this be the solution?
Because I would like to have eg. extra ligths in a cave at the daytime but not any at all in the night.
I hope maybe some experienced modder could answer me this.
Thanks