Right been playing with it, had to make a few changes, nil fields and such, but i got it working, and also wrote a few more scripts.
So far there are two types of quest; a single item collection quest, and a multi item collection quest.
There is also a journal/tracker which is viewed and hidden by pressing the J key.
I'm trying to make the user setup of this system as easy as possible, all the user needs to do is:
1. Change the title and text info for each quest in "simplequest.lua" (5 quest slots by default, but more can be added by copy/pasting a slot and changing it's ID number).
2. Place a dynamic object in the map and in its properties panel change its strength field to the ID number of the quest it's to be associated with, and apply one of the two collect scripts to it.
For the collect script place only one item per number in the strength field.
For the multi collect script, place three objects with the same number in their strength field.
That's as easy as i can get it.
I'm also working on a quest trigger zone, and a use animated object (lever, button etc.) script.
Here's how it looks in game at the moment:
Once i have them sorted i will submit it to Lee and see if he will add it to GameGuru so we have at least a basic easy to use quest system by default. I've actually been meaning to do this for ages, but i couldn't work out how to avoid massive editing of scripts by users, then it hit me that i could use the name field to control the variables, and again it hit me after you guys helped me that i could use the strength field, thus cutting down the user edits drastically and making it more feasible as an easy quest system.
Primary Desktop:
i7 7700,k NV1070 8GB, 16GB 3200mhz memory, 1x 2TB Hybrid, Win10.
Secondary Desktop:
i5 4760k, NV960 2GB, 16GB 2333mhz memory, 1x 2TB Hybrid, Win10.
Laptop:
i3, Intel 4000 series graphics, 6GB memory, 1x 500gb HDD, Win8.1.