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[Sticky] Support – Forgotten Puzzles – Modular Puzzle Pack

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Farshad
(@farshad)
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Joined: 3 months ago
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@auron Hey Auron, I’m not exactly sure how you implemented it, but if it follows the same logic as the terminal system, this might help:

When the player selects “No”, it should go through the branch I highlighted in the screenshot. Try adding a Print String there to check if the execution actually reaches that point. Also, to save the puzzle completion state, handle it the same way you did with the other puzzle, use an ID and ensure the solved state is properly saved and loaded 🙂 



   
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Auron
(@auron)
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Update

Hi again! I managed to fix the issue. I removed what was set to false, and I moved the top line to the end of my puzzle. Then I connected “Yes” to the branch at the beginning and at the end =)

Sorry for the trouble ^^


This post was modified 1 month ago by Auron

   
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Farshad
(@farshad)
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@auron Perfect, I’m glad you fixed it! Keep going like this 👍



   
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Auron
(@auron)
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@farshad 

Thanks =) I’m keeping going. I’m working on another puzzle, but it will be in a similar style—basically putting out a fireplace fire to get a key. Though I might change it by then.

Thanks again for your reply, and have a great day =)



   
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(@deepspacedaz)
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Hello First Id like ti thank you both for your support in the past youve done wonders on the projects, On Forgotten Puzzles I could not work out to have multiple puzzles of the picture, I mean I pasted same BP, Set it up it Didnt work. So i created a new Interger For code type so i can use diffent codes each diffrent puzzle, i do not know if this is the correct way, Anyway Si i create my custom BP, from the puzzle complete I can get On Solved to work no Problem But i cannot get Not Solved to work. Im confused.



   
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Hosna
(@hosna)
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Joined: 3 months ago
Posts: 163
Topic starter  

@deepspacedaz You're very welcome! yes, creating a separate Integer or Code ID for each puzzle is completely a valid way of handling multiple puzzle instances, especially if you want each one to have its own unique solution.

Regarding your question, if I understood correctly, you created a new Child Class from Puzzle Master and want to know how to access the Solved and Not Solved functions, and it seems the main issue is with the Not Solved part.

In general, when you create a Child Class, you can override the "DoInteract" function and place your own puzzle logic there, whether that's opening a Widget or running any custom puzzle system you have in mind.

Then, inside that Widget or even any non-widget class, whenever you want to trigger the puzzle solved or unsolved state, you simply call the related Interface. There are Interfaces available for both Solved and Not Solved states.

There are also several general-purpose functions inside the Master Class that you can use in your Child Classes depending on your needs.
I showed in the images that you can either call the Interfaces directly or use the regular functions from the class itself.

If I misunderstood your question or this didn't fully answer it, feel free to explain it again with a video or more details so I can better help you 


This post was modified 3 days ago 3 times by Hosna

   
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(@deepspacedaz)
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@hosna Thamk you again I really appreciate it Im nearly at Demo Stage Now Maybe you you can test the Demo out and give me feed back if thats ok, Iw as wondering if you can tell me twhere the logic is for deducting ammo i can tfind it ?



   
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