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//============================================================================= // Trigger_SetObjectiveStatus //============================================================================= class Trigger_SetObjectiveStatus extends Triggers; var(Action) name ObjectiveTag; var(Action) bool bActive; event Trigger( Actor Other, Pawn EventInstigator ) { local GameObjective GO; if ( Role < Role_Authority ) return; for ( GO=UnrealTeamInfo(Level.Game.GameReplicationInfo.Teams[0]).AI.Objectives; GO!=None; GO=GO.NextObjective ) if ( ObjectiveTag == GO.Tag ) GO.SetActive( bActive ); } defaultproperties { bActive=Wahr bCollideActors=Falsch } |
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