ObjCondition WaveCounter

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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.

Note: The 'tag' value of Wave Counter conditions should match the 'DeathEvent' of the Enemies your designer is spawning, or it will not decrement / increment when they are killed.


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 and define an 'AssociatedCycleIndex'. Otherwise don't touch it.

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