The amount of Aliases you need is the amount of Bandits in BOTH cells. Divide them by the cells you need. In this case, Lost Knife Hideout has 2 cells. If there is 7 Bandits in the first cell, you create 7 Aliases. If there is 3 for the other cell, create 3.
Fill Options: (For the first cell mobs)
Find Matching Reference. (nothing else checked)
â•šConditions:
- GetInCell - LostKnifeHideOut01 == 1.00 AND
- GetInFaction - BanditFaction == 1.00 AND
You do the above for the second cell bandits, but change it to LostKnifeHideOut02 == 1.00 AND
Create 2 globals.
Call them something like
BanditTotal = the maximum number of bandits.
BanditCount = the global that will be subtracted. This number needs to match the number of the BanditTotal.
Add these globals to the first tab of your quest. Text Display Globals.
For your quest objective tab, add your globals like this:
/
For the OnDeath Events
GlobalVariable property BanditCount autoActor property PlayerRef auto Event OnDeath(Actor akKiller)int iCount = BanditCount.GetValue() as int if akKiller == PlayerRef iCount -= 1 BanditCount.SetValue(iCount) (GetOwningQuest() as myQuestScript).UpdateGlobals() if iCount == 0 GetOwningQuest().SetObjectiveDisplayed(ObjectiveIndex) ; or whatever you need on this line to advance the quest. else ;keep killing endif endifEndEvent
I remember when people were starting out with quests that this was one the more desired things to do, but really hard to grasp at the time.