ObjCondition Area: Difference between revisions

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! Description
! Description
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| AllAmmo || Refills all currently owned weapons. || Yes || Yes
|- style="color:grey;"
| AllWeapons || N/A || Yes || Yes
|-
|-
| ArmorUp || Gives full armor. || Yes || No
| 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
|-
|-
| Arsenal || Gives all weapons. || Yes || No
| 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
|-
|-
| AssaultMe || Gives all [[Commando]] weapons. || Yes || No
| 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
|-
|-
| Bombs || Gives all [[Demolitions]] weapons. || Yes || No
| 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.
|-
|-
| EnableCheats || Allows cheats to be used. Disables achievements and perk progress. || Yes || Yes
| 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.
|-
|-
| FlameUp || Gives all [[Firebug]] weapons. || Yes || No
| 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.
|-
|-
| Flare || Gives the [[Flare Revolver]]. || Yes || No
| 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.
|-
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| Flares || Gives the [[Dual Flare Revolver]]. || Yes || No
| 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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| God || Invincibility. || Yes || Yes
|-
| Heal || Heals the player as if they were injected with the [[Syringe]]. || Yes || No
|-
| Horde || Spawns a random horde of specimens. || Yes || No
|-
| IJC || Gives the IJC weapons. || Yes || No
|-
| ImRich || Gives £10000. || Yes || No
|-
| LaidLAW || Gives the [[LAW]]. || Yes || No
|-
| Meds || Gives all [[Field Medic]] weapons. || Yes || No
|-
| MeleeMe || Gives all [[Berserker]] weapons. || Yes || No
|-
| Nails || Gives  [[Vlad The Impaler]]. || Yes || No
|-
| Pistols || Gives all pistols. || Yes || Yes
|-
| RifleMe || Gives all rifles. || Yes || No
|-
| SMG || Gives all sub-machine guns. || Yes || No
|-
| Shotty || Gives all [[Support Specialist]] weapons. || Yes || No
|-
| Sniper || Gives all [[Sharpshooter]] weapons. || Yes || No
|}
|}


 
[http://wiki.tripwireinteractive.com/index.php?title=Creating_Objectives Back]
 
 
 
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*'''AreaVolume''' - ''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''' - ''Allows you to specify a ZoneInfo to use for encompass checks. The 'AreaZonename' should match the 'LocationName string in the Zone's properties''
*'''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.''

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.

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