Rewards
Rewards can be granted by NPC assets, interactable objects, and item blueprints. The specific property prefix may differ between asset types. For example, quests may use “Rewards” while consumables use “Quest_Rewards”.
Rewards byte: Total number of rewards.
Reward_#_Type enum (Flag_Bool
, Flag_Math
, Flag_Short
, Flag_Short_Random
, Achievement
, Currency
, Cutscene_Mode
, Effect
, Event
, Experience
, Item
, Item_Random
, Hint
, Player_Life_Food
, Player_Life_Health
, Player_Life_Stamina
, Player_Life_Virus
, Player_Life_Water
, Player_Spawnpoint
, Quest
, Reputation
, Rewards_List_Asset
, Teleport
, Vehicle
)
Reward_#_GrantDelaySeconds float: If set, the reward will be queued for the specified number of seconds before being granted to the player. Defaults to -1.
Reward_#_GrantDelayApplyWhenInterrupted bool: If true, the reward will be granted when the player dies or disconnects. Defaults to false, in which case when the player dies any pending rewards are cancelled.
Flags
Flag_Bool
Reward_#_Type enum (Flag_Bool
)
Reward_#_ID uint16: ID of flag to set.
Reward_#_Value bool: Set flag to Boolean value, of either “True” or “False”.
Flag_Math
Reward_#_Type enum (Flag_Math
)
Reward_#_A_ID uint16: ID of flag to apply math to.
Reward_#_B_ID uint16: ID of flag containing value to be applied mathematically. If not specified then B_Value
is used instead.
Reward_#_B_Value int16: default value to be applied mathematically if flag B has not been set on the player or if B_ID
is zero.
Reward_#_Operation enum (Addition
, Assign
, Division
, Modulo
, Multiplication
, Subtraction
, Random_Inclusive
, Random_Exclusive
): For example, using the Addition operation would set A to the value of A + B.
Random_Inclusive
operation: Set flag A to random number between the value of A and B. For example if A is 1 and B is 3 the random number could be 1, 2, or 3.
Random_Exclusive
operation: Set flag A to random number between the value of A and B, excluding B. For example if A is 1 and B is 3 the random number could be 1 or 2. If the value of A and B are the same then the exclusion rule is ignored.
Flag_Short
Reward_#_Type enum (Flag_Short
)
Reward_#_ID uint16: ID of flag to modify.
Reward_#_Value int16: Modify flag’s current value with this short value.
Reward_#_Modification enum (Assign
, Decrement
, Increment
): Set value, subtract value, or add value.
Flag_Short_Random
Reward_#_Type enum (Flag_Short_Random
)
Reward_#_ID uint16: ID of flag to modify.
Reward_#_Min_Value int16: Minimum short value to modify flag’s current value by.
Reward_#_Max_Value int16: Maximum short value to modify flag’s current value by.
Reward_#_Modification enum (Assign
, Decrement
, Increment
): Set value, subtract value, or add value.
Non-flags
Achievement
Reward_#_Type enum (Achievement
)
Reward_#_ID string: ID of achievement to grant. Only specific achievements can be granted as a reward.
Currency
Refer to Currency documentation.
Reward_#_Type enum (Currency
)
Reward_#_GUID string: GUID of currency asset.
Reward_#_Value int: Amount of currency to reward.
Cutscene Mode
Not as exciting as it sounds. While active, the first-person viewmodel is hidden and certain item actions like shooting are disabled. It’s saved/loaded, but resets on death.
Reward_#_Type enum (Cutscene_Mode
)
Reward_#_Value bool: Whether cutscene mode should currently be active.
Effect
Reward_#_Type enum (Effect
)
Reward_#_GUID Asset Pointer: Effect Asset to spawn.
Reward_#_Spawnpoint string: Location to spawn the effect, using the spawnpoint name as set in the nodes level editor. For example, Liberator_Jet
.
Reward_#_IsReliable bool: If true, multiplayer will ensure the effect is replicated. If false, it won’t be retransmitted if the packet is lost. Defaults to true.
Reward_#_RelevantDistance float: If set, overrides the default multiplayer relevant distance of 128 meters. Defaults to -1.
Event
Reward_#_Type enum (Event
)
Reward_#_ID string: ID of event to broadcast. This can be used by c# plugins with the NPCEventManager
class, or Unity events with the NPC Global Event component. For example, when an event with ID “Fireworks” is broadcast all of the components with event ID “Fireworks” will have their corresponding Unity event triggered as well, in this case perhaps to spawn a fireworks effect.
Experience
Reward_#_Type enum (Experience
)
Reward_#_Value int: Amount of experience to reward.
Item
Reward_#_Type enum (Item
)
Reward_#_ID uint16: ID of item to reward.
Reward_#_Amount int: Amount of item to reward.
Reward_#_Auto_Equip bool: If true, the item should be automatically equipped by the player (if possible). Auto-equipping isn’t possible if another item in the same slot is already equipped. Defaults to false.
Reward_#_Ammo byte: Override for the amount of ammuntion that should be loaded in the item reward.
Reward_#_Barrel uint16: Override for the barrel attachment that should be attached to the item reward.
Reward_#_Grip uint16: Override for the grip attachment that should be attached to the item reward.
Reward_#_Magazine uint16: Override for the magazine attachment that should be attached to the item reward.
Reward_#_Origin EItemOrigin: Set the item origin. For example, setting the origin to Admin
will cause items to spawn at full quality. Defaults to Craft
.
Reward_#_Sight uint16: Override for the sight attachment that should be attached to the item reward.
Reward_#_Tactical uint16: Override for the tactical attachment that should be attached to the item reward.
Item_Random
Reward_#_Type enum (Item_Random
)
Reward_#_ID uint16: ID of spawn table that the random item reward should come from.
Reward_#_Amount int: Amount of item to reward.
Reward_#_Auto_Equip bool: If true, the item should be automatically equipped by the player (if possible). Auto-equipping isn’t possible if another item in the same slot is already equipped. Defaults to false.
Reward_#_Origin EItemOrigin: Set the item origin. For example, setting the origin to Admin
will cause items to spawn at full quality. Defaults to Craft
.
Hint
Reward_#_Type enum (Hint
)
Reward_#_Text Rich Text: Text to display as a hint.
Reward_#_Duration float: Duration of the hint, in seconds. Defaults to 2 seconds.
Player Life Food
Reward_#_Type enum (Player_Life_Food
)
Reward_#_Value int: Amount of food to add. Can be negative to decrease food.
Player Life Health
Reward_#_Type enum (Player_Life_Health
)
Reward_#_Value int: Amount of health to add. Can be negative to decrease health.
Player Life Stamina
Reward_#_Type enum (Player_Life_Stamina
)
Reward_#_Value int: Amount of stamina/energy to add. Can be negative to decrease stamina level.
Player Life Virus
Reward_#_Type enum (Player_Life_Virus
)
Reward_#_Value int: Amount of virus to add. Can be negative to decrease virus level.
Player Life Water
Reward_#_Type enum (Player_Life_Water
)
Reward_#_Value int: Amount of water to add. Can be negative to decrease water.
Player Spawnpoint
Reward_#_Type enum (Player_Spawnpoint
)
Reward_#_ID string Override the player’s default spawn location, using the ID of a spawnpoint node or the name of a map location node, as set in the level editor. For example, Liberator_Jet
. Saved and loaded between sessions. If empty, the override is removed and the default spawns are used. The SetNpcSpawnId
admin command is useful for testing this.
Hint
On the Buak map, the player can talk with Kira to claim a room in the Factory using this reward type.
Quest
Reward_#_Type enum (Quest
)
Reward_#_ID uint16: Quest ID to give as a reward.
Reputation
Reward_#_Type enum (Reputation
)
Reward_#_Value int: Amount of reputation to reward.
Rewards List Asset
Reward_#_Type enum (Rewards_List_Asset
)
Reward_#_GUID Asset Pointer: Rewards List to grant directly, or Spawn Table to resolve into one.
Teleport
Reward_#_Type enum (Teleport
)
Reward_#_Spawnpoint string: Location to teleport the player to as a reward, using the ID of a spawnpoint node as set in the level editor. For example, Liberator_Jet
.
Vehicle
Reward_#_Type enum (Vehicle
)
Reward_#_ID : ID of Vehicle to be given.
Reward_#_Spawnpoint string: Location to spawn the vehicle in as a reward, using the ID of a spawnpoint node as set in the level editor. For example, Liberator_Jet
. If an ID is not provided, the vehicle will spawn above the NPC.
Reward_#_PaintColor color: If set, overrides color of spawned vehicle. Vehicle redirector asset’s SpawnPaintColor
and vehicle asset’s DefaultPaintColors
are bypassed.
Localization
Reward_#: Name of the reward as it appears in user interfaces.