Creating Objectives: Difference between revisions
No edit summary |
No edit summary |
||
Line 19: | Line 19: | ||
{{Col-break}} | {{Col-break}} | ||
Now that you have an objective in your map you need to let your map how and when it should be activated. Objectives can be activated in one of three ways | Now that you have an objective in your map you need to let your map how and when it should be activated. Objectives can be activated in one of three ways : | ||
---- | |||
'''1. Automatically when the map begins'''<br> | |||
'''2. by receiving events'''<br> | |||
'''3. by other objective's success / failure actions.'''<br> | |||
---- | |||
Because this is our first objective we will probably want to go with option 1 so that when our players spawn they will immediately see the objective we created when they spawn into the map. | Because this is our first objective we will probably want to go with option 1 so that when our players spawn they will immediately see the objective we created when they spawn into the map. |
Revision as of 15:39, 5 November 2013
Objectives are the most important part of any Objective mode map. They determine how the gameplay should flow as well as setting winning / losing conditions for players. There is no limit on the number of objectives that can be placed in a map, but you should try to reduce it where possible to avoid clutter. It is important to note that there can only be one active objective at any given time. If you want to create complex 'multi-part' objectives you are often better off using multiple conditions inside a single objective than creating multiple different objective actors. Another thing to keep in mind is that objectives are always the same for all players connected to a server. You cannot assign one player an objective that is unique to him.
Placing your First Objective
Open the Actor classes browser and navigate to StoryObjectiveBase. Expand it and you should see 'KF_StoryObjective'.
Select it and right click anywhere in your map with solid ground. You see the option to 'Add KF_StoryObjective'. Select this option and you should now see a green icon with a checkmark in the viewport. >
|