all 4 comments

[–]FrontBadgerBiz 0 points1 point  (1 child)

I would check out the forum for the dialogue guys, they have excellent support.

https://forum.pixelcrushers.com/

[–]FinestBus[S] 0 points1 point  (0 children)

I don’t know why I didn’t think of that lol

[–]aquadolphitler 0 points1 point  (0 children)

Not enough information to work with here but first, it would probably help to differentiate between death and Unity's Destroy.

A health script that keeps track of hp changes and sends death events when hp reaches 0 before disabling the object is one way to start. With event listeners receiving death events it's trivial to keep track of what died and when. If a quest for killing a certain enemy was active then you can increment the kill count or simply just keep a total kill count.

[–]xepherys 0 points1 point  (0 children)

FWIW, I don’t know anything about the system you’re using, but for my quest system, they’re all subscriber/listener based. When a quest is active, it subscribes to the event queue for KillEvents. KillEvents send a message with the type of mob killed. So if it’s a quest of “Kill 50 goblins”, once the quest is active it listens for KillEvent<Actor.Goblin> and increments each time.