Well I done it for one quest with that conditions bar on left.Just having separate switches for "Antidote Quest Accepted" and "Antidote Quest Completed" would be all you need.
I tried that before but it keep giving me errors, so I went with my complicated mehanicYou saw my example earlier with the 3 doors? Each door added 1 to the variable and then checked to see if the variable equaled 3 or more. That made it so all 3 doors needed to have been opened to make the variable equal 3 and activate the switch.Think of each door AS a separate quest in that instance.
When each quest gets completed you would want to activate a switch that would end that particular quest and make it so that the quest could not be completed, or parts of it redone, multiple times. However the "Antidote Quest Completed" switch activated by the variables that I suggested earlier would have been better named as "Island completed".





Done it like you, but it doesn't work. Can you check?This is how I would do it:
First, as each quest is completed you need to set a single variable to add 1.
Help1.png![]()
Help2.png![]()
Now doing the same for a second:
Help3.png![]()
Then, in your barrier (barrel in your case), you will have one conditional branch to check that variable. If you have 2 quests, check for 2 or greater, 3 for 3 or greater, etc. (I did three, even though I only showed 2 quests above). That conditional branch will basically say "If all 3 quests are completed, we will turn the switch on, if not we will give the broken bridge message."
Barrier1.png![]()
Your second page of the barrel will be set to a condition of that switch, so it will only turn on after all (3 in this case) quests have been completed.
Barrier2.png![]()





That is because you made a command "conditional branch Var > 3". All commands reakt only to the triggers choosen.EDIT:
It does work, but only when I touch the barriel. Is there a way that automaticly dissapears?


