UI name in toolbox: odometer > [VALUE] (m) after [TASK] finished
Block type: Value block, output type Boolean
Definition: Becomes true when the odometer (distance traveled) exceeds a specified value AFTER a specific task has been finished.
When it becomes true:
- Task must first be finished (using Task Finished Condition rules)
- After task is finished, odometer is monitored
- Becomes true when odometer exceeds specified value
How to build it:
- Drag
odometer > [VALUE] (m) after [TASK] finishedfrom Logic category - Connect a task block to
[TASK]socket - Enter distance value in
[VALUE]field (in meters) - Connect to condition socket in WHEN block
Input/Field requirements:
[TASK]input: must be type Task[VALUE]: numeric input (distance in meters)
Important – Task must be finished first:
- Does NOT trigger if the referenced task is not finished
- Requires that task to meet its finish condition first (depends on task settings)
- Useful for distance-based rewards or progression after completing waypoint tasks
Example (Simple):
Block: odometer > 1000 (m) after [3] icon "Checkpoint" finished
Sequence:
- Task 3 is finished
- Player travels 1200 meters
- Condition becomes TRUE
Example (Edge Case – Task never finishes):
Block: odometer > 5000 (m) after [5] icon "Quest" finished
Task 5 has finish behavior set to “Keep until end of game” (never finishes)
Result: Condition NEVER becomes true (task never finishes, so distance check never starts)
Notes:
- Location-based games only
- Combines task completion with movement triggers
- Distance measured in meters
- Useful for sequential waypoint challenges
Common mistakes:
- Using with tasks that don’t have finish conditions
- Forgetting the task must be finished before the odometer value is checked
- Using with non-location-based games
Definition: Allows multiple different answers to a single task to trigger different outcomes.
Two modes:
Mode 1: Any answer is …
- Triggers for multiple different answers
- Multiple branching outcomes possible
- Example: Answer “London” → Route A; Answer “Paris” → Route B; Answer “Berlin” → Route C
Mode 2: Last answer is …
- Persistent final outcome
- Based on the most recent answer submitted
- Updates if a new answer is submitted
- Example: Last answer to Task 3 was “Correct” → Show final message
Important – Code Box format:
- For Code Box tasks, the answer length must match the number of boxes
- 4-box Code Box: answers must be 4 characters
- 5-box Code Box: answers must be 5 characters
Example (Simple):
WHEN: Any Answer Is “Paris” (Task 2)
THEN: Show Paris-specific feedback
WHEN: Any Answer Is “London” (Task 2)
THEN: Show London-specific feedback
Example (Edge Case – Code Box):
Task: 4-box Code Box (asking for code)
Defined answer: “HELP”
Result: Triggers only if player enters H-E-L-P in the four boxes
Notes:
- Allows task branching without creating multiple tasks
- Reduces task clutter while enabling complex logic
- Code Box answers are character-based, not digits
Common mistakes:
- Confusing “Any Answer” with “Answer Is Correct”
- Not matching Code Box format (character count must equal box count)
- Using “Last answer” when “Any answer” logic would be clearer