Objective problem

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Le0

FNG / Fresh Meat
Sep 20, 2011
638
119
0
Neuchatel, Switzerland
I have a problem on my map with the following kismet setup.
Whenever I capture the first objective the game ends instead of letting me capture the next objective?

(click picture for larger)
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
63
The Netherlands
As far as I can see with my little knowledge about this stuff nowhere does it get told to deactivate the first then activate the second objective.

kismet_1.jpg
 
Last edited:

Le0

FNG / Fresh Meat
Sep 20, 2011
638
119
0
Neuchatel, Switzerland
Well, before this I had both the deactivate and lock node connected to the axis output but it didn't work either :(

I looked at plenty maps and everyone seem to do it like this
 

[TW]Swag

FNG / Fresh Meat
May 14, 2009
350
100
0
Yonder, Georgia
I believe you have a duplicated Objective Replication Index ID. It's common when you copy/paste an objective. Make sure that's set up correctly, see the picture and descriptions below. I looked at the Kismet, it seemed like it should be working providing you were not expecting the first active objective to be deactivated automatically.

I think it's fair to explain what each of these entries are for:

Objective ID (Obj ID) - This controls how the objective is represented in Tactical View as well as on the Overhead Map alphabetically. The game parses all objectives at the end of map load, just before PostBeginPlay, and sorts them by this number. The lowest order Objective number gets assigned A the the next highest order gets assigned B, so on and so fourth until all objectives are parsed.

ObjectiveReplicatedIndexID (Obj Rep Index) - This numeric value is a unique ID for Kismet to know that a particular objective should be activated/deactivated. The client and server "sync" which objective is which in a situation where there are multiple objectives for multiple game types all being stored within the same map, which happens to be how we develop maps here at Tripwire Interactive: All game types built in one map. That said, it must also be unique between all objectives currently being used. Generally speaking you ALWAYS want the Obj Rep Index to match the Objective's Name (Highlighted in green in the attached image)

Objective Name (Obj Name) - The name that gets shown everywhere about this objective. Try to keep it short and sweet so that players at lower resolutions don't get a huge wall of text that means nothing to them.

Objective Secondary Name - LEAVE IT ALONE. I know it's a blinking red button but leave it alone. For whatever reason(s) the coders at Tripwire like to leave blinking red buttons all over but leave this one ALONE. This is an auto generated variable that gets populated at run time that assigns a alphabetic value to be used in Tactical View and the Overhead Map. I *BELIEVE* any value is ignored but nevertheless... leave it alone. If your respective god strikes you down, I warned you. ;)

Objective Volume - This is the volume that you want the objective capturing to be done. Try to keep the complexity down to a minimum. If the complexity gets too high in the builder brush you can get an odd pseudo BSP leak in the brush which will make it tough for the engine to find out where the players are supposed to be.

Map Zone Texture - This is a texture that is overlaid onto the overhead map that tells the players where they can be. More detail on this someplace else sometime later.

Minimum Capture Time - This is a numeric value of now long it will take a team to capture an objective without taking into consideration occupation number modifiers. (Number of team members in comparison to the enemy team members in a capture zone)

Initial Obj State - Who owns it initially. Neutral, Allies, Axis.

Lock Down Time (16/32/64) - This is a seconds-to-integer translation of how long an objective can go uncaptured before the lock down system kicks in and declares the winner. This is calculated of the total time in the map. For example, if the map time is 20 minutes (20 * 60 = 1200) and an objective 1 has a lock down time of 600 then the lock down system will declare the defenders victorious if the attackers fail to win the objective in 10 minutes.

Countdown Time - This is another seconds-to-integer translation of time that an objective will be active for defense in the Countdown game type. A Countdown Time of 240, for example, would be four (4) minutes.

Is Key Objective - This is an antiquated variable that still functions but should be used very, very carefully. It awards another reinforcement wave in the Countdown game type when the attacking team captures the objective.

NOTE: By default, the attacking team has two reinforcement waves. Tampering with the default number by using this variable **MAY** cause hassles **IF** the Tripwire coders **EVER** made the assumption that there will never be a value increase on reinforcement waves. To my knowledge, the Tripwire coders have NOT made the assumption stated above but I am not a coder either. :cool:

Axis/Allies Priority - This is a helper value for the AI entities to know which order to attack the objectives in. Lets assume that a map has 3 objectives, each of which being active one at a time sequentially through a map, the Germans (Axis) are attacking and the Russians (Allies) are defending and the map has been declared a Russian defensive map. The first objective would have a Priority of 0 for the Germans and a Priority of 2 for the Russians. The AI are going to try to find the lowest order objective when attacking and highest order when defending.
 

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Le0

FNG / Fresh Meat
Sep 20, 2011
638
119
0
Neuchatel, Switzerland
it's working now, all my objectives had the same obj index and apparently it caused a problem since I had only one objective appearing in game, so when I'd capture it it would end the round.

I changed the obj index of all my objectives to be different and now everything is working fine.