That checkbox is if you want multiple instances of the same quest running.
I strongly doubt you could do that, yet I agree it would be awesome...just think that you can call a function on a quest from a diferent script and you just do it on the quest not some other type of instance, how would you identify the instance you want to work on as each running quest can have different values for the properties and variables? A Quest is already an instance in running or stoped state, it doesn't spawns instances when runs.
So that checkbox must be for an event to be able to lunch multiple quests as I initialy understood from wiki:
Starting Multiple QuestsTypically, once the Story Manager starts a quest from an event, the event is "consumed" and no more quests are started. However, there are two ways to make the Story Manager start multiple quests from a single event:
- If a Quest Node is marked as "Shares Event", the Story Manager will process another node in its list until it gets to a node that isn't marked as "Shares Event." Be careful how your node tree is structured as you don't want the Story Manager to accidentally process a non-"Shares Event" node before you wanted it to process a "Shares Event" node.
- If a Quest Node has the "Num quests to start" checked, the Story Manager will attempt to start every quest in the Quest Node up to the number given. The Story Manager will start each valid quest until it either reaches the maximum number of quests to start or runs out of valid quests in the node.
So this is why I ask: is it safe to add a quest using OnStoryKillActor and expect it to run for each kill, or it will not start if another vanilla quest is started or will block vanilla quests from starting unless you modify all the conditions for the vanilla quests...