ObjCondition WaveCounter
Description
Wave counter conditions are variants of 'ObjCondition_Counter' made specifically for tracking the number of enemies players have to kill in a particular wave.
While the wave they are associated with is 'active' they will display the number of enemies remaining in that wave.(i.e the 'MaxZEDs' value in the Wave Designer). However, if the wave they are associated with is finished, or disabled, they will display the total number of remaining enemies in the map. This is useful for creating conditions that require you to 'mop up' left over enemies after a 'hold out' style wave. with infinite enemy spawns.
Configurable Properties
Variable Name | Variable Type | Description |
---|---|---|
DesignerTag | Name | The 'tag' of the KF_StoryWaveDesigner actor we want to associate this condition with. |
bUseCurrentWave | Bool | If true, this condition will change the number of enemies it displays to reflect which wave in the design is active at that time. Typically you will want this to be set to 'true'. |
AssociatedWaveIndex | Int | If 'bUseCurrentWave' is false, this is the index of the specific wave you want to track enemies for. |
AssociatedCyclIndex | Int | If 'bSumOfAllcycles' is false, this is the index of the specific spawn cycle you want to track enemies for within a wave. |
bSumOfAllCycles | Bool | If for some reason you want to display *only* the enemies in a specific spawn cycle within a wave, you should set this to false. Otherwise don't touch it. |