Getting Started
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Getting Started
Gameplay
Lore/Story
Modding
Development
Community
Links
Mission Objectives track a Player's progress through missions. Some types of objectives can track specific conditions and open objectives can be marked as complete using Actions. Missions can be set to automatically end when all objectives (or all non-optional objectives) are complete.
Name | Description |
---|---|
Name | The name of the objective as displayed in the objectives list on the comms screen. |
Group | The grouping of objectives inside the objectives list. This is used for organization. |
Rank | Choose between a primary mission objective and an optional objective. |
Type | See Objective Types |
Tags | The variable used to check the type against. example: Type:“Objects Destroyed” Tags:“Darts” where “Darts” refer to the tag assigned in the object screen or spawning action. |
Description | The description displayed when an objective is clicked on the Comms Console. |
Visible? | If this is checked the mission will be visible on the Comms Console. If unchecked it will not be visible. Visibility can be changed through an Event or Dialog Action. |
Name | Description |
---|---|
Open | An objective that must be marked complete by an Event. |
Commodity | An objective based on the acquisition of a specific commodity. |
Objects Destroyed | An objective that counts the destruction of specific tags or object names. |
Objects Hailed | An objective that counts the hailing of specific of specific tags or object names. |
Objects Scanned | An objective that counts the scanning of specific of specific tags or object names. |
Objects Survived | An objective that tracks the survival of specific tags or object names. |
Timed | An objective that counts down for a specific amount of time. |
Jump To | Event | Encounters | Conditions | Actions | Objects | Objectives