ObjCondition Area: Difference between revisions
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'''Description''' | '''Description''' | ||
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'''Configurable Properties''' | '''Configurable Properties''' | ||
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{| class="wikitable sortable" style="min-width:75%;text-align:left;" | |||
! Variable Name | |||
! Variable Type | |||
! Description | |||
|- | |||
|- | |||
| AreaVolume || Volume || Allows you to specify a volume in the map to use for encompass checks. It can be any type of volume that has bCollideActors set to true | |||
|- | |||
| AreaZoneName || String || Allows you to specify a ZoneInfo to use for encompass checks. The 'AreaZonename' should match the 'LocationName string in the Zone's properties | |||
|- | |||
| Duration || Float || Allows you to specify a time that the actor needs to be inside the given area if CompletionMethod == Method_EnterArea, or a time that they must be outside of the area if CompletionMethod == Method_LeaveArea | |||
|- | |||
| bRequiresWholeTeam || Bool || This flag is only relevant if ProximityTriggerType is a player pawn or controller. Forces the condition to only be marked complete if all living members of a team are in the desired area. | |||
|- | |||
| ProximityTriggerType || Class<Actor> || This is the type of actor we'd like to do checks for. It can be any actor with proper collision properties. | |||
|- | |||
| ProximityTag || Name || Allows you to specify a specific tag that the ProximityTriggerType actor must have set in order to be considered valid for encompass checks. | |||
|- | |||
| CompletionMethod || Enum || Allows you to specify whether the condition should be considered complete if the actor steps into the area, or steps out of it. | |||
|- | |||
| bKeepProgress || Bool || This is only relevant if 'Duration' is greater than 0. Causes the timer to reverse instead of resetting instantly if the ProximityActor moves outside of the area. | |||
|- | |||
|} | |||
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Latest revision as of 20:11, 5 November 2013
Description
Area conditions do periodic checks to see if an actor of the supplied type is inside a specific area. The area can be either a volume or a zone in the map. This type of condition can also be configured to wait for a specific period of time before being considered complete. Some examples of the uses of area conditions would be the 'Stand on the pressure plate' objective in KFO-Frightyard, and the 'Drop the gold off here' Objective in KFO-Steamland.
Configurable Properties
Variable Name | Variable Type | Description |
---|---|---|
AreaVolume | Volume | Allows you to specify a volume in the map to use for encompass checks. It can be any type of volume that has bCollideActors set to true |
AreaZoneName | String | Allows you to specify a ZoneInfo to use for encompass checks. The 'AreaZonename' should match the 'LocationName string in the Zone's properties |
Duration | Float | Allows you to specify a time that the actor needs to be inside the given area if CompletionMethod == Method_EnterArea, or a time that they must be outside of the area if CompletionMethod == Method_LeaveArea |
bRequiresWholeTeam | Bool | This flag is only relevant if ProximityTriggerType is a player pawn or controller. Forces the condition to only be marked complete if all living members of a team are in the desired area. |
ProximityTriggerType | Class<Actor> | This is the type of actor we'd like to do checks for. It can be any actor with proper collision properties. |
ProximityTag | Name | Allows you to specify a specific tag that the ProximityTriggerType actor must have set in order to be considered valid for encompass checks. |
CompletionMethod | Enum | Allows you to specify whether the condition should be considered complete if the actor steps into the area, or steps out of it. |
bKeepProgress | Bool | This is only relevant if 'Duration' is greater than 0. Causes the timer to reverse instead of resetting instantly if the ProximityActor moves outside of the area. |