//============================================================================= // KFSeqEvent_MinigameEndCondition //============================================================================= // Called when a winnable minigame ends. Notifies kismet of victory or defeat. //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC // - Dan Weiss //============================================================================= class KFSeqEvent_MinigameEndCondition extends SequenceEvent; var int LevelCompleted; function MinigameComplete(Actor InInstigator, bool bVictory, optional int CompletedLevel = 0) { local array ActiveIndices; if (bVictory) { ActiveIndices[0] = 0; } else { ActiveIndices[0] = 1; } LevelCompleted = CompletedLevel; CheckActivate(InInstigator, InInstigator, false, ActiveIndices); } /** Only called in a multi-level game that is completely finished */ function AllLevelsComplete(Actor InInstigator) { local array ActiveIndices; ActiveIndices[0] = 2; CheckActivate(InInstigator, InInstigator, false, ActiveIndices); } defaultproperties { ObjName = "Minigame End Condition" OutputLinks.Empty OutputLinks(0) = (LinkDesc = "Victory") OutputLinks(1) = (LinkDesc = "Defeat") OutputLinks(2) = (LinkDesc = "All Levels Victory") VariableLinks.Empty VariableLinks(0) = (ExpectedType=class'SeqVar_Int',LinkDesc="CompletedLevel",PropertyName=LevelCompleted) bPlayerOnly = false MaxTriggerCount = 0 }