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UE2:GameObjective properties (UT2004)

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UT2004 Object >> Actor >> NavigationPoint >> JumpDest >> JumpSpot >> GameObjective (properties)

Contents

[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

Type: array<Actor>

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