Obsidian Conflict Bugtracker - Obsidian Conflict
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0000068Obsidian Conflict(No Category)public17.03.2011 13:3517.03.2011 13:36
Suppercut 
 
normalfeatureN/A
newopen 
nonenone 
 
 
0000068: Objective System
An objective system would be useful to both mappers and players alike. It can help guide players as to what they are doing at all times.

What I suggest is to add to the scoreboard a small part at the bottom in which basic details about an objective (controlled by firing inputs of an entity, say, game_objective) like description, linked objects, time limits, etc are displayed. Also, linking a waypoint to the objective will cause that waypoint to show up on the radar (if the mapper has decided to include a radar image for their map). Also, an addition of an objective would cause a notification to pop up, for example "New Objective: " or "Updated Objective List: ". Also, being able to open and close objective details provide support for multiple objectives.
Here's my idea for the game_objective entity's inputs. It doesn't have to be exactly like this, it's just the way I see it.

Inputs would be similar to this:
SetObjectiveTitle <string>
SetObjectiveDescription <string> (Optional.)
SetObjectiveLinkedObject <targetname> (Optional. If this is an NPC, the objective will display that NPC's Custom Name. If not, it will display class name.)
SetObjectiveLinkedWaypoint <targetname> (Optionally links an info_waypoint to the objective, to be shown on the map)
SetObjectiveIcon <string> (Optionally link a sprite with the objective.)
SetObjectiveTimer <value> (Optional. Sets a timer, like game_countdown_timer)
NotifyObjective <string> (Tells players of the objective named string. For example, NotifyObjective Kill Breen! will cause, given the objective has at least the name and icon filled out, a notification of "New Objective: Kill Breen!" along with its icon appears.)
CompleteObjective <string> (Tells all players that the objective named string has been completed and removes it from the objectives menu.)
FailObjective <string> (Same as above, but it tells the players they failed. It doesn't end the game, so you can have optional objectives.)
entities, mapping, new feature, objectives

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