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UE2:GameObjective properties (UT2004)

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

Contents

Properties

Property group 'Assault'

Announcer_DefendObjective

Type: Sound

defenders version

Default value: AnnouncerAssault.Defend_next_objective

Announcer_DisabledObjective

Type: Sound

announcement when objective is disabled.

Default value: AnnouncerAssault.Objective_Disabled

Announcer_ObjectiveInfo

Type: Sound

info on how to disable objective

Default value: AnnouncerAssault.Move_onto_next_Objective

bAnnounceNextObjective

Type: bool

when disabled, announce next objective

Default value: True

bBotOnlyObjective

Type: bool

invisible to players, for bots only

bOverrideVisibilityCheck

Type: bool

No line trace

bOverrideZoneCheck

Type: bool

Override Zone check (USE DrawDistThreshold to minimize CPU resources!!)

bPlayCriticalAssaultAlarm

Type: bool


bReplicateObjective

Type: bool

For basic Objective replication

bUsePriorityOnHUD

Type: bool

if false, objective won't be displayed on HUD

Default value: True

DrawDistThresHold

Type: float

Don't draw objective beyond this distance (0 = unlimited)

EndCameraTag

Type: name


Objective_Info_Attacker

Type: string

Modifiers: localized

Description displayed on HUD for attackers

Default value: "Disable Objective"

Objective_Info_Defender

Type: string

Modifiers: localized

Description displayed on HUD for defenders

Default value: "Defend Objective"

ObjectiveDescription

Type: string

Modifiers: localized

Description displayed in Briefing screen

Default value: "Disable Objective."

PhysicalObjectiveActorsTag

Type: name


Property group 'GameObjective'

AreaVolumeTag

Type: name


bAccruePoints

Type: bool

controlling team accrues points

BaseExitTime

Type: float

how long it takes to get entirely away from the base

Default value: 8.0

BaseRadius

Type: float

radius of base

Default value: 2000.0

bInitiallyActive

Type: bool


Default value: True

bOptionalObjective

Type: bool


BotDamageScaling

Type: float

potentially used by gametype

Default value: 1.5

bTeamControlled

Type: bool

disabling changes the objectives team rather than removing it

bTriggerOnceOnly

Type: bool


CriticalObjectiveVolumeTag

Type: name

GameObjective will be considered in danger when an attacker enters this volume

DefenderTeamIndex

Type: byte

0 = defended by team 0

DefensePriority

Type: byte

Higher priority defended/attacked first

DefenseScriptTags

Type: name

tags of scripts that are defense scripts

DestructionMessage

Type: string

Modifiers: localized


Default value: "Objective Disabled!"

LocationPostfix

Type: string

Modifiers: localized


LocationPrefix

Type: string

Modifiers: localized


Default value: "Near"

ObjectiveName

Type: string

Modifiers: localized


ObjectiveTypeIcon

Type: Material


Score

Type: int

score given to player that completes this objective

Default value: 5

VehiclePathName

Type: name


Property group 'MothershipHack'

bMustBoardVehicleFirst

Type: bool


Internal variables

AlternatePaths

Type: AssaultPath


bActive

Type: bool


Default value: True

bClearInstigator

Type: bool

disable objective, but ignore instigator

bDisabled

Type: bool

true when objective has been destroyed

bFirstObjective

Type: bool

First objective in list of objectives defended by same team

Default value: True

bHasShootSpots

Type: bool


bHighlightPhysicalObjective

Type: bool


bIgnoredObjective

Type: bool

sometimes set by AI for optional Objectives

bIsBeingAttacked

Type: bool

temp flag - not always valid

bIsCritical

Type: bool

Set when Attackers are located in the 'Critical Volume'

bOldCritical

Type: bool


bOldDisabled

Type: bool


bOldHighlightPhysicalObjective

Type: bool


bSoundsPrecached

Type: bool


DefenseScripts

Type: UnrealScriptedSequence


DefenseSquad

Type: SquadAI

squad defending this objective;

DelayedDamageInstigatorController

Type: Controller


DisabledBy

Type: PlayerReplicationInfo


DrawTime

Type: float

-- internal to on-HUD objective display

EndCamera

Type: Actor


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'

LastDrawTime

Type: float

-- internal to on-HUD objective display

MyBaseVolume

Type: Volume


NextObjective

Type: GameObjective

list of objectives defended by the same team

ObjectiveDisabledTime

Type: int

Assault stats

ObjectivePriority

Type: byte


ObjectiveStringPrefix

Type: string

Modifiers: localized


ObjectiveStringSuffix

Type: string

Modifiers: localized


Default value: " Team Base"

PhysicalObjectiveActors

Type: array<Actor>

Array of linked actors for objective's physical representation

SavedObjectiveProgress

Type: float


Scorers

Type: array<ScorerRecord>


StartTeam

Type: byte


UseDescription

Type: string

Modifiers: localized

Description is drawn on HUD using brackets (ObjectiveType_Use)

Default value: "USE"

VehiclePath

Type: NavigationPoint


Default values

Property Value
bForceDoubleJump True
bMustBeReachable True
bOnlyDirtyReplication True
bOptionalJumpDest True
bReplicateMovement False
bUseDynamicLights True
NetUpdateFrequency 1.0
SoundRadius 512.0
SoundVolume 255