Objective
55 functions
- Objective_AddAreaHighlightAdds a map highlight around a specific point
- Objective_AddGroundReticuleAdds a visual splat on the ground in the world around a certain position, returning the ID
- Objective_AddHealthBarAdds a Healthbar tied to a squad or entity at a location. Will update the health bar as the unit's health fluctuates. Can be removed with Objective_RemoveHealthBar or completing/failing the objective
- Objective_AddPingAdds a tactical map ping to an objective
- Objective_AddTimerBarAdds a Timer bar for objective timers. Can be removed with Objective_RemoveTimerBar or completing/failing the objective
- Objective_AddUIElementsAdds multiple UI elements on one position.
- Objective_AreAllPrimaryObjectivesCompleteReturns whether all primary objectives have been completed.
- Objective_AreSubObjectivesCompleteReturns whether ALL or ANY sub-objectives of the given objective are complete
- Objective_AreSubObjectivesExpiredReturns whether ALL or ANY sub-objectives of the given objective are expired
- Objective_AreSubObjectivesFailedReturns whether ALL or ANY sub-objectives of the given objective are failed
- Objective_BlinkUIElementsBring attention to some UI elements by blinking them. This causes the hintpoint and the off-screen arrow to blink, but leaves the minimap ping and other elements constant.
- Objective_CompleteCompletes an objective and removes it from the list (unless it is a sub-objective, in which case it is marked as complete but stays visible until the parent objective is finished)
- Objective_EndReminderRemoves a reminder rule
- Objective_ExpireExpires an objective and removes it from the list (unless it is a sub-objective, in which case it is marked as expired but stays visible until the parent objective is finished)
- Objective_FailFails an objective and removes it from the list (unless it is a sub-objective, in which case it is marked as failed but stays visible until the parent objective is finished)
- Objective_GetCounterReturns the current count associated with this objective.
- Objective_GetSubObjectivesReturns a table of all sub-objectives of the given objective
- Objective_GetTimerSecondsReturns the amount of seconds on the timer (time remaining or time elapsed, based on the type of timer used)
- Objective_IncreaseCounterIncreases the counter that is associated with this objective in the UI. You can provide an amount to increase by.
- Objective_IsActiveIs the objective started and not finished or failed.
- Objective_IsCompleteReturns whether an objective is complete or in the process of completing if fullyComplete is false
- Objective_IsCounterSetReturns true if a counter has been set for this objective
- Objective_IsExpiredReturns whether an objective is expired
- Objective_IsFailedReturns whether an objective is failed
- Objective_IsOffReturns whether an objective is off
- Objective_IsStartedReturns whether an objective has been started. Completed and failed / expired objectives will also return true.
- Objective_IsTimerSetReturns true if a timer has been set for this objective
- Objective_IsVisibleReturns whether an objective is visible or not.
- Objective_Manager_CheckForExpiredObjectivesThis is the called during the player's end turn scripted phase
- Objective_Manager_OnPlayerTurnEndThis is called at the end of a player turn
- Objective_Manager_OnPlayerTurnStartThis is called at the start of a player turn
- Objective_PauseTimerPauses the objective's timer. If a timer has not been set, it does nothing.
- Objective_Register'Registers' an objective. Wrapper function for Objective_Create with a few other features.
- Objective_RemoveGroundReticuleRemoves an existing ground reticule by its ID
- Objective_RemoveHealthBarRemoves a health bar monitor
- Objective_RemovePingRemoves a tactical map ping from an objective
- Objective_RemoveProgressBarRemove a progress bar for this objective.
- Objective_RemoveTimerBarRemoves a timer bar monitor
- Objective_RemoveUIElementsRemoves a group of UI elements that were added by Objective_AddUIElements
- Objective_ResumeTimerResume the objective's timer. If a timer has not been set, it does nothing.
- Objective_SetAlwaysShowDetailsSets whether this objective always shows detailed text, the HUD arrow, or the hintpoints. There can only be one objective at a time that forces the HUD arrow to show up. If you pass in 'nil' for hud_arrow then its behavior is not affected.
- Objective_SetConditionalReminderAdds a Reminder for an objective table (will play whenever the provided condition evaluates to true)
- Objective_SetCounterSets a counter that is associated with this objective in the UI. You can provide a 'maximum' so that it shows up as \"1 of 5\"
- Objective_SetProgressBarShow a progress bar for this objective with the given value (which should be a percentage from 0.0 (empty) to 1.0 (full)). This bar can be removed with Objective_RemoveProgressBar or by completing or failing the mission.
- Objective_SetReminderAdds a Reminder for an objective table (will play every X seconds after the previous reminder completes)
- Objective_ShowShows or hides an objective from the UI and tactical map
- Objective_StartShows an objective to the player and activates it
- Objective_StartTimerStarts a timer that is associated with this objective in the UI. Use COUNT_DOWN or COUNT_UP for the 'direction' parameter
- Objective_StopStops an objective that is in progress and puts it back into the waiting-to-start state
- Objective_StopCounterStops the objective's counter. If a counter has not been set, it does nothing.
- Objective_StopTimerStops the objective's timer. If a timer has not been set, it does nothing.
- Objective_TogglePingsToggles minimap blips on or off.
- Objective_TriggerTitleCardONLY CALL THIS FROM INSIDE AN OBJECTIVE'S INTEL START / COMPLETE / FAIL / EXPIRE EVENT. The objective titlecard will present itself at this point inside the event.
- Objective_TurnsExpiredReturns whether the current turn has surpassed the objective's turn expiry duration in the TBS
- Objective_UpdateTextUpdates the title and description for the objective. If you only want to set one of them, pass in nil for the other