My program doesn't have bugs. It just develops random features.

UE2:GameObjective properties (UT2004)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT2004 Object >> Actor >> NavigationPoint >> JumpDest >> JumpSpot >> GameObjective (properties)

Contents

Properties[edit]

Property group 'Assault'[edit]

Announcer_DefendObjective[edit]

Type: Sound

defenders version

Default value: AnnouncerAssault.Defend_next_objective

Announcer_DisabledObjective[edit]

Type: Sound

announcement when objective is disabled.

Default value: AnnouncerAssault.Objective_Disabled

Announcer_ObjectiveInfo[edit]

Type: Sound

info on how to disable objective

Default value: AnnouncerAssault.Move_onto_next_Objective

bAnnounceNextObjective[edit]

Type: bool

when disabled, announce next objective

Default value: True

bBotOnlyObjective[edit]

Type: bool

invisible to players, for bots only

bOverrideVisibilityCheck[edit]

Type: bool

No line trace

bOverrideZoneCheck[edit]

Type: bool

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

bPlayCriticalAssaultAlarm[edit]

Type: bool


bReplicateObjective[edit]

Type: bool

For basic Objective replication

bUsePriorityOnHUD[edit]

Type: bool

if false, objective won't be displayed on HUD

Default value: True

DrawDistThresHold[edit]

Type: float

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

EndCameraTag[edit]

Type: name


Objective_Info_Attacker[edit]

Type: string

Modifiers: localized

Description displayed on HUD for attackers

Default value: "Disable Objective"

Objective_Info_Defender[edit]

Type: string

Modifiers: localized

Description displayed on HUD for defenders

Default value: "Defend Objective"

ObjectiveDescription[edit]

Type: string

Modifiers: localized

Description displayed in Briefing screen

Default value: "Disable Objective."

PhysicalObjectiveActorsTag[edit]

Type: name


Property group 'GameObjective'[edit]

AreaVolumeTag[edit]

Type: name


bAccruePoints[edit]

Type: bool

controlling team accrues points

BaseExitTime[edit]

Type: float

how long it takes to get entirely away from the base

Default value: 8.0

BaseRadius[edit]

Type: float

radius of base

Default value: 2000.0

bInitiallyActive[edit]

Type: bool


Default value: True

bOptionalObjective[edit]

Type: bool


BotDamageScaling[edit]

Type: float

potentially used by gametype

Default value: 1.5

bTeamControlled[edit]

Type: bool

disabling changes the objectives team rather than removing it

bTriggerOnceOnly[edit]

Type: bool


CriticalObjectiveVolumeTag[edit]

Type: name

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

DefenderTeamIndex[edit]

Type: byte

0 = defended by team 0

DefensePriority[edit]

Type: byte

Higher priority defended/attacked first

DefenseScriptTags[edit]

Type: name

tags of scripts that are defense scripts

DestructionMessage[edit]

Type: string

Modifiers: localized


Default value: "Objective Disabled!"

LocationPostfix[edit]

Type: string

Modifiers: localized


LocationPrefix[edit]

Type: string

Modifiers: localized


Default value: "Near"

ObjectiveName[edit]

Type: string

Modifiers: localized


ObjectiveTypeIcon[edit]

Type: Material


Score[edit]

Type: int

score given to player that completes this objective

Default value: 5

VehiclePathName[edit]

Type: name


Property group 'MothershipHack'[edit]

bMustBoardVehicleFirst[edit]

Type: bool


Internal variables[edit]

AlternatePaths[edit]

Type: AssaultPath


bActive[edit]

Type: bool


Default value: True

bClearInstigator[edit]

Type: bool

disable objective, but ignore instigator

bDisabled[edit]

Type: bool

true when objective has been destroyed

bFirstObjective[edit]

Type: bool

First objective in list of objectives defended by same team

Default value: True

bHasShootSpots[edit]

Type: bool


bHighlightPhysicalObjective[edit]

Type: bool


bIgnoredObjective[edit]

Type: bool

sometimes set by AI for optional Objectives

bIsBeingAttacked[edit]

Type: bool

temp flag - not always valid

bIsCritical[edit]

Type: bool

Set when Attackers are located in the 'Critical Volume'

bOldCritical[edit]

Type: bool


bOldDisabled[edit]

Type: bool


bOldHighlightPhysicalObjective[edit]

Type: bool


bSoundsPrecached[edit]

Type: bool


DefenseScripts[edit]

Type: UnrealScriptedSequence


DefenseSquad[edit]

Type: SquadAI

squad defending this objective;

DelayedDamageInstigatorController[edit]

Type: Controller


DisabledBy[edit]

Type: PlayerReplicationInfo


DrawTime[edit]

Type: float

-- internal to on-HUD objective display

EndCamera[edit]

Type: Actor


HighlightOverlay[edit]

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[edit]

Type: float

-- internal to on-HUD objective display

MyBaseVolume[edit]

Type: Volume


NextObjective[edit]

Type: GameObjective

list of objectives defended by the same team

ObjectiveDisabledTime[edit]

Type: int

Assault stats

ObjectivePriority[edit]

Type: byte


ObjectiveStringPrefix[edit]

Type: string

Modifiers: localized


ObjectiveStringSuffix[edit]

Type: string

Modifiers: localized


Default value: " Team Base"

PhysicalObjectiveActors[edit]

Type: array<Actor>

Array of linked actors for objective's physical representation

SavedObjectiveProgress[edit]

Type: float


Scorers[edit]

Type: array<ScorerRecord>


StartTeam[edit]

Type: byte


UseDescription[edit]

Type: string

Modifiers: localized

Description is drawn on HUD using brackets (ObjectiveType_Use)

Default value: "USE"

VehiclePath[edit]

Type: NavigationPoint


Default values[edit]

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