45 lines
2.0 KiB
Plaintext
45 lines
2.0 KiB
Plaintext
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//=============================================================================
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// KFMapObjective_CommonVars
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//=============================================================================
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// Variables common to all map objectives. These would normally go in single
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// base class for objectives, but we have two base classes
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// (KFMapObjective_VolumeBase and KFMapObjective_ActorBase) because the original
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// objective code was split into objectives based on Actor and objectives based
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// on Volume and we couldn't completely refactor that after the fact. This is
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// part of an attempt to consolidate objective code into fewer places.
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2018 Tripwire Interactive LLC
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//=============================================================================
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var() string LocalizationKey;
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var() string NameShortLocKey;
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var() string DescriptionLocKey;
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var() string DescriptionShortLocKey;
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var() string LocalizationPackageName;
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var() string RequirementsLocKey;
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var() bool bIsMissionCriticalObjective;
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var Texture2D DefaultIcon;
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/** Trader trail object being used */
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var transient KFReplicatedShowPathActor TrailActor;
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/** Texture to use for the actor icon */
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var() Texture2D ObjectiveIcon;
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/** Which game modes should this objective not support. */
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var() array<class<KFGameInfo> > GameModeBlacklist;
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/** Modify Spawn Rate based on how many players are alive. */
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var() array<float> PerPlayerSpawnRateMod;
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/** A sound to play when this objective is activated */
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var() AkEvent ActivationSoundEvent;
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/** A sound to play when the objective is failed */
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var() AkEvent FailureSoundEvent;
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/** Color of the icon displayed in the objective progress bar or above certain objectives */
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var const color ObjectiveIconColor;
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replication
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{
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if (bNetInitial)
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ObjectiveIcon, bIsMissionCriticalObjective, LocalizationKey, DescriptionLocKey, LocalizationPackageName;
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}
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