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C_ScriptBind_Quest Methods

The methods of the C_ScriptBind_Quest class are listed here.

 
Name 
Description 
 
This is the overview for the CallScript method overload. 
 
Syntax: QuestSystem.CompleteQuestObjective(const char *questName, int objectiveId)
Complete objective of quest with id, even if objective was not active before
 
 
Syntax: QuestSystem.GetActiveObjectives(const char *questName)
Returns table with ids of active objectives
 
 
Syntax: QuestSystem.OpenInventory()
Opens inventory with item asset which should be delivered
 
 
Syntax: QuestSystem.IsObjectiveActive(const char *questName, int objectiveId)
Returns true if objective is active, false if not, or quest or objective does not exist
 
 
Syntax: QuestSystem.IsQuestActive(const char *questName)
Returns true if quest is active, false if not, or quest does not exist
 
 
Syntax: QuestSystem.IsQuestCompleted(const char *questName)
Returns true if quest is completed, false if not, or quest or objective does not exist
 
 
 
 
Syntax: QuestSystem.MoveToQuestObjective(const char *questName, int objectiveId)
Move to quest objective with id if quest was not completed before, finishes all active objectives, does not check prerequisites
 
 
Syntax: QuestSystem.OpenInventory()
Opens inventory with item asset which should be delivered
 
 
Syntax: QuestSystem.PlayerEnteredTrigger(const char *placeAssetName)
Called from script when player enters ProximityTrigger or AreaTrigger
 
 
Syntax: QuestSystem.ReloadQuest()
Reload quest DB tables
!WH_CTSW(WH_CTSW_MASTER) 
 
Syntax: QuestSystem.ReloadQuestAssets()
Prepare assets for quest, used when asset (usually entity) in level was added/removed
!WH_CTSW(WH_CTSW_MASTER) 
 
Syntax: QuestSystem.ReloadQuests()
Reload all quests
 
 
Syntax: QuestSystem.ResetQuest(const char *questName)
Reset quest (repeat count, tracked object count)
 
 
Syntax: QuestSystem.StartQuest(const char *questName)
Start quest if loaded from xml
 
 
Syntax: QuestSystem.TriggerCondition()
Trigger condition evaluation of all types for current active objectives
 
 
Syntax: QuestSystem.TriggerConditionForAsset(const char *assetName)
Trigger condition evaluation of type SCRIPT for an asset of current active objectives
 
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