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| ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
| 0000068 | Obsidian Conflict | (No Category) | public | 17.03.2011 13:35 | 17.03.2011 13:36 | ||||||||
| Reporter | Suppercut | ||||||||||||
| Assigned To | |||||||||||||
| Priority | normal | Severity | feature | Reproducibility | N/A | ||||||||
| Status | new | Resolution | open | ||||||||||
| Projection | none | ETA | none | ||||||||||
| Platform | OS | OS Version | |||||||||||
| Product Version | Product Build | ||||||||||||
| Target Version | Fixed in Version | ||||||||||||
| Summary | 0000068: Objective System | ||||||||||||
| Description | 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. | ||||||||||||
| Additional Information | 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.) | ||||||||||||
| Tags | entities, mapping, new feature, objectives | ||||||||||||
| Attached Files | |||||||||||||
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