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