ObjCondition Area
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 |
- Duration - 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 - 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 - This is the type of actor we'd like to do checks for. It can be any actor with proper collision properties.
- ProximityTag - Allows you to specify a specific tag that the ProximityTriggerType actor must have set in order to be considered valid for encompass checks.
- CompletionMethod - Allows you to specify whether the condition should be considered complete if the actor steps into the area, or steps out of it.
- bKeepProgress - 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.