Objective

To add an objective to a scene:

  1. In Inspector, select scene_settings > scene_settings_prefab > objectives. This will open the objectives' settings in Inspector:
  2. Click + next to the Prop Level Objectives property. Select Objective in the dropdown menu and click Apply. This will create a template of an objective with different settings:

    The most common settings:
    • Name(not yet implemented) the title of the objective that will be displayed in Details field in UI.
    • Description(not yet implemented) the description of the objective that will be displayed in Details field in UI.
    • Type — general type of an objective that will determine the icon and the background image of an objective:

      This option doesn't have an influence on game logic.
    • Is Main/Is Optional:
      • Is Main on, Is Optional on — Main objective. Does not include regular steps and tasks. Instead, it only includes a single step that consists of the tasks with the type TaskWaitAnotherObjectiveFinished. This means that the main objective will be completed when the linked regular objections are completed.
      • Is Main off, Is Optional off — Regular objective. Can include usual steps, tasks, and verifications. To complete the main objective, the player usually has to complete several regular mission.
      • Is Main off, Is Optional on — Optional side-objective. Can include usual steps, tasks and verifications. Is not connected to the main objective.
    • Track On Start + Next Tracked Objective — defines whether to start tracking the objective at the start of the level and whether to start automatically tracking the next objective after completing this one.
    • Blocked By Default + Conditions To Unblock — if the mission is Blocked By Default, then Conditions To Unblock must be set up. To add a condition, click + next to the Condition To Unblock property, select the type of the condition and click Apply:
      • Complete Other Objective — unblock this objective on completing another objective.
      • OR Condition — unblock this objective om completing any of the specified objectives.
      • Condition On Map — unblock this objective when the player has reached the specified place on a map:
        • Place an instance of the objective_trigger_unblock_by_fog_of_war_revive prefab in the scene and select that instance in this condition field. The objective will be unblocked when the player clears this particular part of the fog of war.
        • Place an instance of the objective_zone_to_unblock prefab (domain) in the scene and select that instance in this condition field. The objective will be unblocked when the player reaches that zone. Make sure that the domain filters are set up properly (that is, the filter includes the CurrentTruck tag).
    • Radio On Start/Finish — the text that will be displayed to the player on starting/completing the objective.
    • Actions On Start Objectivegive the player bonuses (money or trucks) or unlock some parts of the game (a new type of bridge or a new behavior of an object) when they start an objective.
    • Reward — reward the player with resources when they complete the objective.

Debug Objectives

To debug objectives in the Game mode, use the objectives Debug UI (F2 > 3 > 7 > 1).