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:

  1. Drag odometer > [VALUE] (m) after [TASK] finished from Logic category
  2. Connect a task block to [TASK] socket
  3. Enter distance value in [VALUE] field (in meters)
  4. 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:

  1. Task 3 is finished
  2. Player travels 1200 meters
  3. 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
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