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Objectives
This doc page uses a 'reference' style rather than a tutorial style. Concepts are not linked, so think of this as a set of explanations about different features in QuickEdit.
Whether the objective completes on the death of an NPC, a custom condition or is defined with code. Allows "Eliminate target", "Flow-based" or "Code snippet".
When "Eliminate target" is selected in Objective type
, this section appears.
The target NPC's name or UUID. Names are fuzzy-searched (effectively, they are run through QuickSearch).
The name to show in the menu and HUD (effectively, what the player sees). Can be used to correct incorrect in-game names or display a nickname (like changing Craig "Rocco" McVeigh to simply Rocco).
When the objective should appear in the HUD. Allows "Always active" (objective is always shown), "Completion of previous objective" (objective is shown after the previous one in the list is completed) or "Completion of objective in list" (objective is shown after the objective at position X in the list is completed).
The position in QuickEdit's list (starting at 1) of the objective to show after.
Whether the objective is an exit node. Depending on Mission Configuration, this either causes the objective to enable exits upon completion, or to enable exits when this and all other exit nodes are completed.
Whether the objective is secondary/optional. Optional objectives are not required for finishing missions (that is, the game engine doesn't count them in its internal exit-enabling logic).
Whether the target is hidden in Instinct, ET-style. Unconscious hidden targets still can't be hidden in boxes or closets - they have the same rules as Elusive Targets.
When "Flow-based" is selected in Objective type
, this section appears.
A powerful yet simple way of defining how objectives work internally.
Main article: the Flow editor
When the objective should appear in the HUD. Allows "Always active" (objective is always shown), "Completion of previous objective" (objective is shown after the previous one in the list is completed) or "Completion of objective in list" (objective is shown after the objective at position X in the list is completed).
Shown in the menu under the short objective briefing.
The text shown in the HUD and the short objective briefing.
Shown when clicking on the objective in the menu.
The icon shown next to the objective name in the HUD.
The targets that should be marked in Instinct and shown on the map. These targets cannot be hidden in containers while unconscious, and are treated as normal targets by the game engine.
Whether the objective is an exit node. Depending on Mission Configuration, this either causes the objective to enable exits upon completion, or to enable exits when this and all other exit nodes are completed.
Whether the objective is hidden from the player. Still tracks completion. Can be used to activate objectives after a specific event, or track whether an action has been taken.
Whether the objective is secondary/optional. Optional objectives are not required for finishing missions (that is, the game engine doesn't count them in its internal exit-enabling logic).
Whether the objective is displayed like a contract target.
These exist for both objective types.
The image used for the objective in the mission overview.
Adds the objective and its briefing image to QuickEdit.