Creating Objectives: Difference between revisions
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Each type of condition can be added to one of three separate categories in the Objective actor. When adding a condition, the category you add it under determines what effect it will have on the completion requirements for your objective.<br><br> | Each type of condition can be added to one of three separate categories in the Objective actor. When adding a condition, the category you add it under determines what effect it will have on the completion requirements for your objective.<br><br> | ||
# '''Success Conditions''' <br> | #1 '''Success Conditions''' <br> | ||
Success Conditions determine what it takes to successfully finish an objective. Each objective '''must have at least one success condition''' ,or it cannot be completed. If you choose to add multiple success conditions the Objective will only be considered complete if each one of them is completed. The only exception to this rule is if you change the [[Progress Importance]] value of your conditions. | Success Conditions determine what it takes to successfully finish an objective. Each objective '''must have at least one success condition''' ,or it cannot be completed. If you choose to add multiple success conditions the Objective will only be considered complete if each one of them is completed. The only exception to this rule is if you change the [[Progress Importance]] value of your conditions. | ||
# '''Failure Conditions''' <br> | #2 '''Failure Conditions''' <br> | ||
Failure Conditions determine what it takes to fail an objective. Unlike success conditions, failure conditions are entirely optional. Many objectives will not have any failure conditions at all because alot of Killing floor maps assume that failure just means dying, so there's not always a need for any added layers of complexity. An example of a failure condition is the 'Don't let anything other than bloats fall into the trap' condition from KFO-Frightyard. | Failure Conditions determine what it takes to fail an objective. Unlike success conditions, failure conditions are entirely optional. Many objectives will not have any failure conditions at all because alot of Killing floor maps assume that failure just means dying, so there's not always a need for any added layers of complexity. An example of a failure condition is the 'Don't let anything other than bloats fall into the trap' condition from KFO-Frightyard. | ||
#3 '''Optional Conditions''' <br> | |||
Failure Conditions determine what it takes to fail an objective. Unlike success conditions, failure conditions are entirely optional. Many objectives will not have any failure conditions at all because alot of Killing floor maps assume that failure just means dying, so there's not always a need for any added layers of complexity. An example of a failure condition is the 'Don't let anything other than bloats fall into the trap' condition from KFO-Frightyard. |
Revision as of 18:47, 5 November 2013
What is an Objective?
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 different from someone else's. Outside of these limitations, there are very few things you can't do with Objectives. They are highly configurable and capable of producing some very complex and interesting gameplay scenarios.
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.
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