@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 🙂
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 ^^
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.
@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
@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 ?
@deepspacedaz Glad to hear you’re getting close to the demo stage! Yes, if I get the chance, I’d be happy to check it out and share some feedback. Regarding the ammo deduction logic, You can find it inside the BP_WeaponMaster class, in the UpdateAmmo function.
Hi again! I've been grinding out a little prototype and I have a question regarding integration of the forgotten puzzles with the CSHF. I'd like to make things like the doors or the cutscene player, or the monster spawner work with the puzzles.
For example, I'm currently working on a puzzle in a warehouse setting, I've created a custom light actor that I've integrated to the power puzzle, and they work great, but I'd also like it if the puzzle solved would unlock a door or play a cutscene. I've added the interface to each respective blueprint (platform and cutscene player), but I'm a little stumped as to what to do next!
Hopefully I'm making sense. I've tried to do my due dilligence and follow all documentation and tutorials before bugging you all with my struggles!
Thank you again. Truly a marvelous framework!
@mr_spookies Hi, if you want a specific cutscene to play or a specific door to open after solving a puzzle, the simplest way is to assign the Cutscene Player directly to the puzzle, and then create a custom event inside the Cutscene Player to trigger the desired cutscene. By default, Cutscene Player already works with a trigger box, so you can simply extend it by adding a custom event to it for such cases.
For the doors, you can also assign and connect the door actor to the puzzle actor, and then simply unlock the door(uncheck the Locked variable inside the door) when the puzzle is solved.
Basically, you create variables for them and link them together. Then, when the PuzzleSolved function/interface is triggered, you can handle it based on an ID or reference, Try it out, and if you still need more information, please let me know, I would be happy to help.
Hey, I seen the tutorial on how to add (Forgotten Puzzle) and followed it all the way. My question is how do I add a gamepad button for interaction with the puzzles instead of E on the keyboard as seen in the video?
thank you.
@hosna great! Thank you the interaction worked I just need help with some other puzzle questions…
1. I tried setting up a current camera for a door for the clock but it gets stuck and I can’t exit the (current camera) in the clock puzzle I believe I need to setup a button exit not sure?
2. Is there a video on having a door or wall specifically open after solving a puzzle?
3. How do I add a widget on screen to interact with the clock puzzle since I’m using “A” on the gamepad I would like for it to appear on screen?
