Teleport quest with quest event (server)
Quest
```json
{
"Id": "TestQuest",
"TakerId": "player",
"QType": 1,
"Name": "Test quests",
"Description": "Complete this quest to teleport to testing area of the quests. This quest uses regular Turn In goal and server events to teleport the player to a location after completion. You can follow up in the config file and respective classes to do something similar.",
"Goals": [
{
"QType": 1,
"ClassName": "",
"State": true,
"Count": 0,
"Quantity": 0,
"Value": "",
"TriggerCoordinate": "",
"TriggerRadius": 0.0,
"TriggerId": "",
"TriggerEventId": "",
"TriggerSendToClient": false,
"Description": "Teleport me",
"KeepItem": false
}
],
"Rewards": [],
"IsRepeatable": false,
"PreQuests": [],
"RepeatDurationHours": 0,
"EventId": "test_quest_complete",
"EventSendToClient": true
}
```
QuestEventHandlerServer
Always make sure, that you put server based quest event handlers on the server side mod only. It's part of the
```c
modded class QuestEventHandlerServer
{
override void OnQuestEvent(PlayerBase questCompleteActor, Quest questDefinition, string eventKey, ref Param params = NULL, ref PlayerIdentity identity = NULL, ref Object target = NULL, bool sendToClient = true)
{
if (questCompleteActor == NULL || eventKey == "")
{
return;
}
// Event triggered by the explore trigger in the quest
if (eventKey == "test_quest_complete")
{
questCompleteActor.SetPosition("9817.386719 250.825714 11459.413086");
}
super.OnQuestEvent(questCompleteActor, questDefinition, eventKey, params, identity, target, sendToClient);
};
};
```
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