UE2:GameObjective properties (UT2004)
Object >> Actor >> NavigationPoint >> JumpDest >> JumpSpot >> GameObjective (properties) |
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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
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 |