SetStoryQuests
Lets the game’s own story quests run in the players’ games, or keeps them asleep (the default).
The game’s quests are made for one player and the story’s people, who are not in a multiplayer world: a quest that starts when a player walks into its place can play its cutscene, move the player somewhere they cannot leave and take everything they carry. So they sleep unless a mode turns them on. On, each player’s game runs the quests of the level as a single-player game would - on that player’s screen alone, and most of them cannot be finished.
A game decides when it starts: the change reaches the players who join after it, and a game already running keeps what it started with. Call it when the mode starts.
Syntax
Section titled “Syntax”SetStoryQuests(on)| Parameter | Type | |
|---|---|---|
on |
boolean | true runs the quests, false keeps them asleep |
Returns
Section titled “Returns”nothing
Example
Section titled “Example”function OnGameModeInit() SetStoryQuests(false) -- the default; true lets the game's own quests runendSee also
Section titled “See also”GetStoryQuests · the The world - clock, weather, terrain, the navmesh, the geometry group of the index
