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UE2:GameObjective properties (UT2004)
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| Object >> Actor >> NavigationPoint >> JumpDest >> JumpSpot >> GameObjective (properties) |
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[edit] Properties
[edit] Property group 'Assault'
[edit] Announcer_DefendObjective
Type: Sound
defenders version
Default value: AnnouncerAssault.Defend_next_objective
[edit] Announcer_DisabledObjective
Type: Sound
announcement when objective is disabled.
Default value: AnnouncerAssault.Objective_Disabled
[edit] Announcer_ObjectiveInfo
Type: Sound
info on how to disable objective
Default value: AnnouncerAssault.Move_onto_next_Objective
[edit] bAnnounceNextObjective
Type: bool
when disabled, announce next objective
Default value: True
[edit] bBotOnlyObjective
Type: bool
invisible to players, for bots only
[edit] bOverrideVisibilityCheck
Type: bool
No line trace
[edit] bOverrideZoneCheck
Type: bool
Override Zone check (USE DrawDistThreshold to minimize CPU resources!!)
[edit] bPlayCriticalAssaultAlarm
Type: bool
[edit] bReplicateObjective
Type: bool
For basic Objective replication
[edit] bUsePriorityOnHUD
Type: bool
if false, objective won't be displayed on HUD
Default value: True
[edit] DrawDistThresHold
Type: float
Don't draw objective beyond this distance (0 = unlimited)
[edit] EndCameraTag
Type: name
[edit] Objective_Info_Attacker
Type: string
Modifiers: localized
Description displayed on HUD for attackers
Default value: "Disable Objective"
[edit] Objective_Info_Defender
Type: string
Modifiers: localized
Description displayed on HUD for defenders
Default value: "Defend Objective"
[edit] ObjectiveDescription
Type: string
Modifiers: localized
Description displayed in Briefing screen
Default value: "Disable Objective."
[edit] PhysicalObjectiveActorsTag
Type: name
[edit] Property group 'GameObjective'
[edit] AreaVolumeTag
Type: name
[edit] bAccruePoints
Type: bool
controlling team accrues points
[edit] BaseExitTime
Type: float
how long it takes to get entirely away from the base
Default value: 8.0
[edit] BaseRadius
Type: float
radius of base
Default value: 2000.0
[edit] bInitiallyActive
Type: bool
Default value: True
[edit] bOptionalObjective
Type: bool
[edit] BotDamageScaling
Type: float
potentially used by gametype
Default value: 1.5
[edit] bTeamControlled
Type: bool
disabling changes the objectives team rather than removing it
[edit] bTriggerOnceOnly
Type: bool
[edit] CriticalObjectiveVolumeTag
Type: name
GameObjective will be considered in danger when an attacker enters this volume
[edit] DefenderTeamIndex
Type: byte
0 = defended by team 0
[edit] DefensePriority
Type: byte
Higher priority defended/attacked first
[edit] DefenseScriptTags
Type: name
tags of scripts that are defense scripts
[edit] DestructionMessage
Type: string
Modifiers: localized
Default value: "Objective Disabled!"
[edit] LocationPostfix
Type: string
Modifiers: localized
[edit] LocationPrefix
Type: string
Modifiers: localized
Default value: "Near"
[edit] ObjectiveName
Type: string
Modifiers: localized
[edit] ObjectiveTypeIcon
Type: Material
[edit] Score
Type: int
score given to player that completes this objective
Default value: 5
[edit] VehiclePathName
Type: name
[edit] Property group 'MothershipHack'
[edit] bMustBoardVehicleFirst
Type: bool
[edit] Internal variables
[edit] AlternatePaths
Type: AssaultPath
[edit] bActive
Type: bool
Default value: True
[edit] bClearInstigator
Type: bool
disable objective, but ignore instigator
[edit] bDisabled
Type: bool
true when objective has been destroyed
[edit] bFirstObjective
Type: bool
First objective in list of objectives defended by same team
Default value: True
[edit] bHasShootSpots
Type: bool
[edit] bHighlightPhysicalObjective
Type: bool
[edit] bIgnoredObjective
Type: bool
sometimes set by AI for optional Objectives
[edit] bIsBeingAttacked
Type: bool
temp flag - not always valid
[edit] bIsCritical
Type: bool
Set when Attackers are located in the 'Critical Volume'
[edit] bOldCritical
Type: bool
[edit] bOldDisabled
Type: bool
[edit] bOldHighlightPhysicalObjective
Type: bool
[edit] bSoundsPrecached
Type: bool
[edit] DefenseScripts
Type: UnrealScriptedSequence
[edit] DefenseSquad
Type: SquadAI
squad defending this objective;
[edit] DelayedDamageInstigatorController
Type: Controller
[edit] DisabledBy
Type: PlayerReplicationInfo
[edit] DrawTime
Type: float
-- internal to on-HUD objective display
[edit] EndCamera
Type: Actor
[edit] HighlightOverlay
Type: Material
Array size: 2
UV2 Material for physical objective highlighting
Default value, index 0: Material'AS_FX_TX.Skins.ObjectiveOverlay_Red'
Default value, index 1: Material'AS_FX_TX.Skins.ObjectiveOverlay_Blue'
[edit] LastDrawTime
Type: float
-- internal to on-HUD objective display
[edit] MyBaseVolume
Type: Volume
[edit] NextObjective
Type: GameObjective
list of objectives defended by the same team
[edit] ObjectiveDisabledTime
Type: int
Assault stats
[edit] ObjectivePriority
Type: byte
[edit] ObjectiveStringPrefix
Type: string
Modifiers: localized
[edit] ObjectiveStringSuffix
Type: string
Modifiers: localized
Default value: " Team Base"
[edit] PhysicalObjectiveActors
Array of linked actors for objective's physical representation
[edit] SavedObjectiveProgress
Type: float
[edit] Scorers
Type: array<ScorerRecord>
[edit] StartTeam
Type: byte
[edit] UseDescription
Type: string
Modifiers: localized
Description is drawn on HUD using brackets (ObjectiveType_Use)
Default value: "USE"
[edit] VehiclePath
Type: NavigationPoint
[edit] Default values
| Property | Value |
|---|---|
| bForceDoubleJump | True |
| bMustBeReachable | True |
| bOnlyDirtyReplication | True |
| bOptionalJumpDest | True |
| bReplicateMovement | False |
| bUseDynamicLights | True |
| NetUpdateFrequency | 1.0 |
| SoundRadius | 512.0 |
| SoundVolume | 255 |
