Saints Row: The Third Function Reference

Global functions

These functions are assumed to be globally available to all scripts (they aren't defined in the available Lua files, or are defined in files that are known to be always loaded).

This list is assumed incomplete; additional functions could exist in the exe but not be used in the game scripts, and there's no definitive list of Lua files that are always loaded.

Function name Global Defined in Examples from patch (click blue number to expand)
objective_text true
    384
    • dlc2_m01.lua, line 1672: objective_text(0, Dlc2_m01_objectives.get_in_car.tag, nil, nil, SYNC_ALL, Dlc2_m01_objectives.get_in_car.icon)
    • dlc2_m01.lua, line 1729: objective_text(0, Dlc2_m01_objectives.go_to_armory.tag, nil, nil, SYNC_ALL, Dlc2_m01_objectives.go_to_armory.icon)
    • dlc2_m01.lua, line 1804: objective_text(0, Dlc2_m01_objectives.breach_heliport.tag, nil, nil, SYNC_ALL, Dlc2_m01_objectives.breach_heliport.icon)
    • dlc2_m01.lua, line 1859: objective_text(0, Dlc2_m01_objectives.rescue_kwilanna.tag, nil, nil, SYNC_ALL, Dlc2_m01_objectives.rescue_kwilanna.icon)
    • dlc2_m01.lua, line 2206: objective_text(0, Dlc2_m01_objectives.jump_from_heli.tag, nil, nil, SYNC_ALL, Dlc2_m01_objectives.jump_from_heli.icon)
    • dlc2_m01.lua, line 2274: objective_text(0, Dlc2_m01_objectives.land_on_target.tag, nil, nil, SYNC_ALL, Dlc2_m01_objectives.land_on_target.icon)
    • dlc2_m01.lua, line 2328: objective_text(0, Dlc2_m01_objectives.breach_heliport.tag, nil, nil, SYNC_ALL, Dlc2_m01_objectives.breach_heliport.icon)
    • dlc2_m01.lua, line 2402: objective_text(0, Dlc2_m01_objectives.rescue_kwilanna.tag, nil, nil, SYNC_ALL, Dlc2_m01_objectives.rescue_kwilanna.icon)
    • dlc2_m01.lua, line 2460: objective_text(0, Dlc2_m01_objectives.get_in_helicopter.tag, nil, nil, SYNC_ALL, Dlc2_m01_objectives.get_in_helicopter.icon)
    • dlc2_m01.lua, line 2573: objective_text(0, Dlc2_m01_objectives.escape_nat_guard.tag, nil, nil, SYNC_ALL, Dlc2_m01_objectives.escape_nat_guard.icon)
    • dlc2_m01.lua, line 2900: objective_text(0, Dlc2_m01_objectives.kill_nat_guard.tag, nil, nil, SYNC_ALL, Dlc2_m01_objectives.kill_nat_guard.icon)
    • dlc2_m01.lua, line 2908: objective_text(0, Dlc2_m01_objectives.get_in_escape_vehicle.tag, nil, nil, SYNC_ALL, Dlc2_m01_objectives.get_in_escape_vehicle.icon)
    • dlc2_m01.lua, line 2973: objective_text(0, Dlc2_m01_objectives.destroy_pursuers.tag, nil, nil, SYNC_ALL, Dlc2_m01_objectives.destroy_pursuers.icon)
    • dlc2_m01.lua, line 3554: objective_text(0, Dlc2_m01_objectives.prepare_for_jump.tag, nil, nil, SYNC_ALL, Dlc2_m01_objectives.prepare_for_jump.icon)
    • dlc2_m01.lua, line 3718: objective_text(0, Dlc2_m01_objectives.destroy_pursuers.tag, nil, nil, SYNC_ALL, Dlc2_m01_objectives.destroy_pursuers.icon)
    • dlc2_m01.lua, line 4042: objective_text(0, Dlc2_m01_objectives.destroy_pursuers.tag, nil, nil, SYNC_ALL, Dlc2_m01_objectives.destroy_pursuers.icon)
    • dlc2_m02.lua, line 1016: objective_text( 0, Dlc2_m02_text.go_to_set, nil, nil, SYNC_ALL, OI_ASSET_LOCATION )
    • dlc2_m02.lua, line 1074: objective_text( 0, Dlc2_m02_text.go_to_backstage, nil, nil, SYNC_ALL, OI_ASSET_LOCATION )
    • dlc2_m02.lua, line 1296: objective_text( 0, msg, nil, nil, SYNC_LOCAL, OI_ASSET_LOCATION )
    • dlc2_m02.lua, line 1297: objective_text( 1, msg, nil, nil, SYNC_REMOTE, OI_ASSET_LOCATION )
    • dlc2_m02.lua, line 1318: objective_text( 1, Dlc2_m02_text.wait_for_homie, nil, nil, SYNC_REMOTE, OI_ASSET_LOCATION )
    • dlc2_m02.lua, line 1438: objective_text( 0, Dlc2_m02_text.approach_saucer, nil, nil, SYNC_ALL, OI_ASSET_LOCATION )
    • dlc2_m02.lua, line 1468: objective_text( 0, Dlc2_m02_text.approach_saucer, nil, nil, SYNC_ALL, OI_ASSET_LOCATION )
    • dlc2_m02.lua, line 1485: objective_text( 0, Dlc2_m02_text.board_saucer, nil, nil, SYNC_ALL, OI_ASSET_USE )
    • dlc2_m02.lua, line 1878: objective_text( 0, Dlc2_m02_text.rewire_explosives, nil, nil, SYNC_ALL, OI_ASSET_USE )
    • dlc2_m02.lua, line 1932: objective_text( 0, Dlc2_m02_text.protect_homie, nil, nil, SYNC_ALL, OI_ASSET_DEFEND )
    • dlc2_m02.lua, line 2051: objective_text( 0, msg, nil, nil, SYNC_ALL, OI_ASSET_KILL )
    • dlc2_m02.lua, line 2087: objective_text( 0, Dlc2_m02_text.protect_homie, nil, nil, SYNC_ALL, OI_ASSET_DEFEND )
    • dlc2_m02.lua, line 2300: objective_text( 0, Dlc2_m02_text.go_to_backstage, nil, nil, SYNC_ALL, OI_ASSET_LOCATION )
    • dlc2_m02.lua, line 2377: objective_text( 0, Dlc2_m02_text.go_to_set, nil, nil, SYNC_ALL, OI_ASSET_LOCATION )
    • dlc2_m02.lua, line 2624: objective_text( 0, loadout_data.objective_text, nil, nil, SYNC_ALL, OI_ASSET_USE )
    • dlc2_m02.lua, line 2713: objective_text( 0, Dlc2_m02_text.wait_for_homie, nil, nil, SYNC_ALL, OI_ASSET_LOCATION )
    • dlc2_m02.lua, line 2752: objective_text( 0, Dlc2_m02_text.search_code, nil, nil, SYNC_ALL, OI_ASSET_USE )
    • dlc2_m02.lua, line 2813: objective_text( 0, "DLC2_M02_GO_TO_HANGER", nil, nil, SYNC_ALL, OI_ASSET_LOCATION )
    • dlc2_m02.lua, line 2964: objective_text( 0, Dlc2_m02_text.kill_brutina, nil, nil, SYNC_ALL, OI_ASSET_KILL )
    • dlc2_m02.lua, line 2994: objective_text( 0, "DLC2_M02_GO_TO_CONSOLE", nil, nil, SYNC_LOCAL, OI_ASSET_LOCATION )
    • dlc2_m02.lua, line 2995: objective_text( 1, "DLC2_M02_GO_TO_CONSOLE", nil, nil, SYNC_REMOTE, OI_ASSET_LOCATION )
    • dlc2_m02.lua, line 3004: objective_text( 1, Dlc2_m02_text.wait_for_homie, nil, nil, SYNC_REMOTE, OI_ASSET_LOCATION )
    • dlc2_m02.lua, line 3022: objective_text( 0, Dlc2_m02_text.protect_homie, nil, nil, SYNC_ALL, OI_ASSET_DEFEND )
    • dlc2_m02.lua, line 3060: objective_text( 0, "DLC2_M02_DESTORY_GENERATOR", nil, nil, SYNC_ALL, OI_ASSET_KILL )
    • dlc2_m03.lua, line 1492: objective_text( DLC2_M03_GSI_OBJECTIVE_INDEX, "DLC2_M03_GOTO_FIRST_TRANSMITTER", "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • dlc2_m03.lua, line 1532: objective_text( DLC2_M03_GSI_OBJECTIVE_INDEX, "DLC2_M03_PERFORM_NEAR_CRASH", "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • dlc2_m03.lua, line 1554: objective_text( DLC2_M03_GSI_OBJECTIVE_INDEX, "DLC2_M03_BARNSTORM_THROUGH_BRIDGE", "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • dlc2_m03.lua, line 1577: objective_text( DLC2_M03_GSI_OBJECTIVE_INDEX, "DLC2_M03_GOTO_SECOND_TRANSMITTER", "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • dlc2_m03.lua, line 1606: objective_text( DLC2_M03_GSI_OBJECTIVE_INDEX, "DLC2_M03_GOTO_THIRD_TRANSMITTER", "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • dlc2_m03.lua, line 1635: objective_text( DLC2_M03_GSI_OBJECTIVE_INDEX, "DLC2_M03_KILL_NATIONAL_GUARD", "", "", SYNC_ALL, OI_ASSET_KILL )
    • dlc2_m03.lua, line 1665: objective_text( DLC2_M03_GSI_OBJECTIVE_INDEX, "DLC2_M03_GOTO_THIRD_TRANSMITTER", "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • dlc2_m03.lua, line 1691: objective_text( DLC2_M03_GSI_OBJECTIVE_INDEX, "DLC2_M03_GOTO_VIRUS_LOCATION", "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • dlc2_m03.lua, line 1700: objective_text( DLC2_M03_GSI_OBJECTIVE_INDEX, "DLC2_M03_EXECUTE_VIRUS", "", "", SYNC_ALL, OI_ASSET_KILL )
    • dlc2_m03.lua, line 1718: objective_text( DLC2_M03_GSI_OBJECTIVE_INDEX, "DLC2_M03_BARNSTORM_UNDER_BRIDGE", "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • dlc2_m03.lua, line 1736: objective_text( DLC2_M03_GSI_OBJECTIVE_INDEX, "DLC2_M03_ESCAPE", "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • dlc2_m03.lua, line 2140: objective_text( DLC2_M03_GSI_OBJECTIVE_INDEX, "DLC2_M03_DESTROY_SHIELD", "", "", SYNC_ALL, OI_ASSET_KILL )
    • dlc2_m03.lua, line 2142: objective_text( DLC2_M03_GSI_OBJECTIVE_INDEX, "DLC2_M03_DESTROY_SHIELDS", "", "", SYNC_ALL, OI_ASSET_KILL )
    • dlc2_m03.lua, line 2445: objective_text( DLC2_M03_GSI_OBJECTIVE_INDEX, "DLC2_M03_UPLOAD_VIRUS", "", "", SYNC_ALL, OI_ASSET_INVALID )
    • dlc2_m03.lua, line 2454: objective_text( DLC2_M03_GSI_OBJECTIVE_INDEX, "DLC2_M03_GET_IN_RANGE", "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • game_lib.lua, line 3406: objective_text(0, Process_enemy_set_objective_helptext, Num_enemies_to_kill - Num_enemies_alive, Num_enemies_to_kill)
    • game_lib.lua, line 3480: objective_text(0, Process_enemy_set_objective_helptext, Num_enemies_to_kill - Num_enemies_alive, Num_enemies_to_kill)
    • m01.lua, line 1068: objective_text( 0, "m01_kill_lobby_guards", "", "", SYNC_ALL, OI_ASSET_KILL )
    • m01.lua, line 1074: objective_text( 0, "m01_go_to_vault", "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • m01.lua, line 1096: objective_text( 0, "m01_survive", "", "", SYNC_ALL, OI_ASSET_DEFEND )
    • m01.lua, line 1107: --objective_text( 0, "m01_ride_vault", "", "", SYNC_ALL, OI_ASSET_INVALID )
    • m01.lua, line 1108: objective_text( 0, "m01_survive", "", "", SYNC_ALL, OI_ASSET_DEFEND )
    • m01.lua, line 1507: objective_text( 0, "M01_GO_UPSTAIRS", "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • m01.lua, line 1516: objective_text( 0, "m01_kill_lobby_guards", "", "", SYNC_ALL, OI_ASSET_KILL )
    • m01.lua, line 1533: objective_text( 0, "M01_GO_UPSTAIRS", "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • m01.lua, line 1541: objective_text( 0, "m01_go_to_vault", "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • m01.lua, line 1622: objective_text( 0, "M01_GO_UPSTAIRS", "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • m01.lua, line 1664: objective_text( 0, "m01_set_explosives", "", "", SYNC_ALL, OI_ASSET_USE )
    • m01.lua, line 1923: objective_text( 0, "M01_KILL_CHOPPER", "", "", SYNC_ALL, OI_ASSET_KILL )
    • m01.lua, line 1943: objective_text( 0, "m01_survive", "", "", SYNC_ALL, OI_ASSET_DEFEND )
    • m01.lua, line 2200: objective_text( 0, "M01_KILL_CHOPPER", "", "", SYNC_ALL, OI_ASSET_KILL )
    • m01.lua, line 2232: objective_text( 0, "m01_survive", "", "", SYNC_ALL, OI_ASSET_DEFEND )
    • m01.lua, line 2309: objective_text( 0, "M01_KILL_CHOPPER", "", "", SYNC_ALL, OI_ASSET_KILL )
    • m01.lua, line 2329: objective_text( 0, "m01_survive", "", "", SYNC_ALL, OI_ASSET_DEFEND )
    • m01.lua, line 5108: objective_text( 0, "M01_KILL_CHOPPER", "", "", SYNC_ALL, OI_ASSET_KILL )
    • m01.lua, line 5151: objective_text( 0, "m01_survive", "", "", SYNC_ALL, OI_ASSET_DEFEND )
    • m02.lua, line 1284: objective_text(0, M02_strings.objective_kill_guards, nil, nil, SYNC_ALL, OI_ASSET_KILL)
    • m02.lua, line 1344: objective_text(0, M02_strings.objective_escape, nil, nil, SYNC_ALL, OI_ASSET_DEFEND)
    • m02.lua, line 1371: objective_text(0, M02_strings.objective_kill_guards, nil, nil, SYNC_ALL, OI_ASSET_KILL)
    • m02.lua, line 1400: objective_text(0, M02_strings.objective_escape, nil, nil, SYNC_ALL, OI_ASSET_DEFEND)
    • m02.lua, line 1417: objective_text(0, M02_strings.objective_kill_guards, nil, nil, SYNC_ALL, OI_ASSET_KILL)
    • m02.lua, line 1491: objective_text(0, M02_strings.objective_escape, nil, nil, SYNC_ALL, OI_ASSET_DEFEND)
    • m02.lua, line 1532: objective_text(0, M02_strings.objective_find_parachute, nil, nil, SYNC_ALL, OI_ASSET_LOCATION)
    • m02.lua, line 1897: objective_text(0, M02_strings.objective_catch_shaundi, nil, nil, SYNC_ALL, OI_ASSET_LOCATION)
    • m02.lua, line 1995: objective_text(0, M02_strings.objective_kill_pursuers, nil, nil, SYNC_ALL, OI_ASSET_KILL)
    • m02.lua, line 2121: objective_text(0, M02_strings.objective_catch_shaundi, nil, nil, SYNC_ALL, OI_ASSET_LOCATION)
    • m02.lua, line 2268: objective_text(0, M02_strings.objective_shoot_plane, nil, nil, SYNC_ALL, OI_ASSET_KILL)
    • m02.lua, line 2495: objective_text(0, M02_strings.objective_kill_pursuers, nil, nil, SYNC_ALL, OI_ASSET_KILL)
    • m02.lua, line 2544: objective_text(0, M02_strings.objective_catch_shaundi, nil, nil, SYNC_ALL, OI_ASSET_LOCATION)
    • m03.lua, line 1197: objective_text(0, M03_text.steal_a_car, nil, nil, SYNC_ALL, OI_ASSET_USE)
    • m03.lua, line 1272: objective_text(0, M03_text.purchase_an_upgrade, nil, nil, SYNC_ALL, OI_ASSET_USE)
    • m03.lua, line 1325: objective_text(0, M03_text.go_to_armory, nil, nil, SYNC_ALL, OI_ASSET_LOCATION)
    • m03.lua, line 1357: objective_text(0, M03_text.go_to_warehouse, nil, nil, SYNC_ALL, OI_ASSET_LOCATION)
    • m03.lua, line 1391: objective_text(0, M03_text.find_weapons_cache, nil, nil, SYNC_ALL, OI_ASSET_LOCATION)
    • m03.lua, line 1457: objective_text(0, M03_text.hold_your_position, nil, nil, SYNC_ALL, OI_ASSET_DEFEND)
    • m03.lua, line 1611: --objective_text(0, M03_text.protect_the_stash, nil, nil, SYNC_ALL, OI_ASSET_DEFEND)
    • m03.lua, line 1612: objective_text(0, M03_text.use_satellite_weapon, nil, nil, SYNC_ALL, OI_ASSET_USE)
    • m03.lua, line 1630: objective_text(0, M03_text.protect_the_stash, nil, nil, SYNC_ALL, OI_ASSET_DEFEND)
    • m03.lua, line 1677: objective_text(0, "M03_OBJ_DESTROY_TANKS", nil, nil, SYNC_ALL, OI_ASSET_KILL)
    • m03.lua, line 1690: objective_text(0, M03_text.protect_the_stash, nil, nil, SYNC_ALL, OI_ASSET_DEFEND)
    • m03.lua, line 1827: objective_text(0, M03_text.go_to_chopper, nil, nil, SYNC_ALL, OI_ASSET_LOCATION)
    • m03.lua, line 1936: objective_text(0, M03_text.protect_the_bomb, nil, nil, SYNC_ALL, OI_ASSET_DEFEND)
    • m03.lua, line 2235: objective_text(0, M03_text.find_weapons_cache, nil, nil, SYNC_ALL, OI_ASSET_LOCATION)
    • m03.lua, line 2250: objective_text(0, M03_text.kill_guards, "", "", SYNC_ALL, OI_ASSET_KILL)
    • m03.lua, line 3099: objective_text(0, M03_text.set_gps, nil, nil, SYNC_ALL, OI_ASSET_USE)
    • m03.lua, line 3127: objective_text(0, M03_text.go_to_weapon_store, nil, nil, SYNC_ALL, OI_ASSET_LOCATION)
    • m04.lua, line 504: objective_text(0, "m04_obj_get_car", "", "", SYNC_ALL, OI_ASSET_USE)
    • m04.lua, line 558: objective_text(0, "m04_obj_find_mechanic", "", "", SYNC_ALL, OI_ASSET_LOCATION)
    • m04.lua, line 589: objective_text(0, "m04_obj_use_mechanic", "", "", SYNC_ALL, OI_ASSET_USE)
    • m04.lua, line 621: objective_text(0, "m04_obj_find_clothes", "", "", SYNC_ALL, OI_ASSET_LOCATION)
    • m04.lua, line 661: objective_text(0, "m04_obj_buy_clothes", "", "", SYNC_ALL, OI_ASSET_USE)
    • m04.lua, line 761: -- objective_text(0, "m04_obj_kill_goons", "", "", SYNC_ALL, OI_ASSET_KILL)
    • m04.lua, line 800: objective_text(0, "m04_obj_kill_brute", "", "", SYNC_ALL, OI_ASSET_KILL)
    • m04.lua, line 905: objective_text(0, "m04_obj_return_home", "", "", SYNC_ALL, OI_ASSET_LOCATION)
    • m05.lua, line 954: objective_text(0, "M05_OBJ_INTERROGATE", "", "", SYNC_ALL, OI_ASSET_USE)
    • m05.lua, line 1119: objective_text(0, "M05_OBJ_PARACHUTE", "", "", SYNC_ALL, OI_ASSET_LOCATION)
    • m05.lua, line 1197: objective_text(0, "M05_OBJ_KILL_LIEUTENANT", "", "", SYNC_ALL, OI_ASSET_KILL)
    • m05.lua, line 1237: objective_text(0, "M05_OBJ_BASEMENT", "", "", SYNC_ALL, OI_ASSET_LOCATION)
    • m05.lua, line 1266: objective_text(0, "M05_OBJ_GRENADES", "", "", SYNC_ALL, OI_ASSET_USE)
    • m05.lua, line 1292: objective_text(0, "M05_OBJ_BARRIER", "", "", SYNC_ALL, OI_ASSET_KILL)
    • m05.lua, line 1318: objective_text(0, "M05_OBJ_LET_IN_SAINTS", "", "", SYNC_ALL, OI_ASSET_USE)
    • m05.lua, line 1330: objective_text(0, "M05_OBJ_WAIT_FOR_SAINTS", "", "", SYNC_ALL, OI_ASSET_DEFEND)
    • m05.lua, line 1399: objective_text(0, "M05_OBJ_CLEAR_AREA", "", "", SYNC_ALL, OI_ASSET_KILL)
    • m05.lua, line 1509: objective_text(0, "M05_OBJ_GET_TO_HELI", "", "", SYNC_ALL, OI_ASSET_USE)
    • m05.lua, line 1678: objective_text(0, "M05_OBJ_KILL_LIEUTENANT", "", "", SYNC_ALL, OI_ASSET_KILL)
    • m05.lua, line 1814: objective_text(0, "M05_OBJ_KILL_LIEUTENANT", "", "", SYNC_ALL, OI_ASSET_KILL)
    • m05.lua, line 1928: objective_text(0, "M05_OBJ_CHASE_HELI", "", "", SYNC_ALL, OI_ASSET_LOCATION)
    • m06.lua, line 773: objective_text( 0, "m06_obj_syn_tower", "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • m06.lua, line 790: objective_text( 0, "m06_obj_dock_thugs", "", "", SYNC_ALL, OI_ASSET_KILL )
    • m06.lua, line 797: objective_text( 0, "m06_obj_set_bomb", "", "", SYNC_ALL, OI_ASSET_USE )
    • m06.lua, line 801: objective_text( 0, "m06_obj_to_factory", "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • m06.lua, line 813: objective_text( 0, "m06_obj_to_oleg", "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • m06.lua, line 822: objective_text( 0, "m06_obj_to_oleg", "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • m06.lua, line 833: objective_text( 0, "m06_obj_phillipe", "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • m06.lua, line 842: objective_text( 0, "m06_obj_find_ball", "", "", SYNC_ALL, OI_ASSET_USE )
    • m06.lua, line 852: objective_text( 0, "m06_obj_ride_ball", "", "", SYNC_ALL, OI_ASSET_KILL )
    • m06.lua, line 860: objective_text( 0, "m06_obj_decide", "", "", SYNC_ALL, OI_ASSET_INVALID )
    • m06.lua, line 2369: objective_text( 0, "m06_obj_kill_brute", "", "", SYNC_ALL, OI_ASSET_KILL )
    • m06.lua, line 2385: objective_text( 0, "m06_obj_to_oleg", "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • m06.lua, line 2645: objective_text( 0, "m06_obj_dock_thugs", "", "", SYNC_ALL, OI_ASSET_KILL )
    • m07.lua, line 1222: objective_text(0, M07_text.reach_barge, nil, nil, SYNC_ALL, OI_ASSET_LOCATION)
    • m07.lua, line 1275: objective_text(0, M07_text.find_kinzie, nil, nil, SYNC_ALL, OI_ASSET_LOCATION)
    • m07.lua, line 1333: objective_text(0, M07_text.untie_kinzie, nil, nil, SYNC_ALL, OI_ASSET_USE)
    • m07.lua, line 1421: objective_text(0, M07_text.go_to_club, nil, nil, SYNC_ALL, OI_ASSET_LOCATION)
    • m07.lua, line 1599: objective_text(0, M07_text.interrogate_patron, nil, nil, SYNC_ALL, OI_ASSET_USE)
    • m07.lua, line 1627: objective_text(0, M07_text.grab_owner, nil, nil, SYNC_ALL, OI_ASSET_USE)
    • m07.lua, line 1662: objective_text(0, M07_text.go_to_zimos, nil, nil, SYNC_ALL, OI_ASSET_LOCATION)
    • m07.lua, line 1854: objective_text(0, M07_text.fight_off_morningstar, nil, nil, SYNC_ALL, OI_ASSET_KILL)
    • m07.lua, line 2005: objective_text(0, M07_text.find_angel, nil, nil, SYNC_ALL, OI_ASSET_LOCATION)
    • m07.lua, line 2080: objective_text(0, M07_text.kill_luchadores, nil, nil, SYNC_ALL, OI_ASSET_KILL)
    • m07.lua, line 2161: objective_text(0, M07_text.find_angel, nil, nil, SYNC_ALL, OI_ASSET_LOCATION)
    • m07.lua, line 2273: objective_text(0, M07_text.protect_angel, nil, nil, SYNC_ALL, OI_ASSET_DEFEND)
    • m07.lua, line 2788: objective_text(0, M07_text.find_owner, nil, nil, SYNC_ALL, OI_ASSET_LOCATION)
    • m08.lua, line 715: objective_text(0, M08_text.survive_assault, nil, nil, SYNC_ALL, OI_ASSET_DEFEND)
    • m08.lua, line 805: objective_text(0, M08_text.protect_pierce, nil, nil, SYNC_ALL, OI_ASSET_DEFEND)
    • m08.lua, line 892: objective_text(0, M08_text.find_sniper_rifle, nil, nil, SYNC_ALL, OI_ASSET_USE)
    • m08.lua, line 945: objective_text(0, M08_text.get_to_roof, nil, nil, SYNC_ALL, OI_ASSET_LOCATION)
    • m08.lua, line 974: objective_text(0, M08_text.kill_snipers, nil, nil, SYNC_ALL, OI_ASSET_KILL)
    • m08.lua, line 1096: objective_text(0, M08_text.get_rocket_launcher, nil, nil, SYNC_ALL, OI_ASSET_USE)
    • m08.lua, line 1153: objective_text(0, M08_text.destroy_vehicles, nil, nil, SYNC_ALL, OI_ASSET_KILL)
    • m08.lua, line 1491: objective_text( 0, n.objective, nil, nil, sync, asset )
    • m09.lua, line 3634: objective_text(0, M09_current_obj.name, M09_obj_str1, M09_obj_str2, SYNC_LOCAL, M09_current_obj.icon)
    • m09.lua, line 3638: objective_text(0, M09_secondary_obj[SYNC_LOCAL].name, "", "", SYNC_LOCAL, M09_secondary_obj[SYNC_LOCAL].icon)
    • m09.lua, line 3645: objective_text(1, M09_current_obj.name, M09_obj_str1, M09_obj_str2, SYNC_REMOTE, M09_current_obj.icon)
    • m09.lua, line 3649: objective_text(1, M09_secondary_obj[SYNC_REMOTE].name, "", "", SYNC_REMOTE, M09_secondary_obj[SYNC_REMOTE].icon)
    • m10.lua, line 1443: objective_text( 0, "m10_obj_escape_stag", "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • m10.lua, line 1587: objective_text( 0, M10_strings.objective_survive, "", "", SYNC_ALL, OI_ASSET_DEFEND )
    • m10.lua, line 1713: objective_text( 0, M10_strings.objective_kill_rooftop_enemies, "", "", SYNC_ALL, OI_ASSET_KILL )
    • m10.lua, line 2040: objective_text( 0, M10_strings.objective_kill_vtol, "", "", SYNC_ALL, OI_ASSET_KILL )
    • m10.lua, line 2056: objective_text( 0, M10_strings.objective_kill_rooftop_enemies, "", "", SYNC_ALL, OI_ASSET_KILL )
    • m10.lua, line 2090: objective_text( 0, M10_strings.objective_survive, "", "", SYNC_ALL, OI_ASSET_DEFEND )
    • m10.lua, line 2100: objective_text( 0, M10_strings.objective_survive, "", "", SYNC_ALL, OI_ASSET_DEFEND )
    • m10.lua, line 2380: objective_text( 0, "m10_obj_escape_to_saints_hq", "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • m10.lua, line 2506: objective_text( 0, "m10_obj_escape_to_saints_hq", "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • m11.lua, line 1212: objective_text(0, "M11_OBJ_GO_STAG_BASE", nil, nil, SYNC_ALL, OI_ASSET_LOCATION)
    • m11.lua, line 1278: objective_text(0, "M11_OBJ_HIJACK_VTOL", nil, nil, SYNC_ALL, OI_ASSET_USE)
    • m11.lua, line 1355: objective_text(0, "M11_OBJ_DISTRACT_STAG", nil, nil, SYNC_LOCAL, OI_ASSET_LOCATION)
    • m11.lua, line 1356: objective_text(1, "M11_OBJ_DISTRACT_STAG", nil, nil, SYNC_REMOTE, OI_ASSET_LOCATION)
    • m11.lua, line 1414: objective_text(0, "M11_OBJ_HELP_CONVOY", nil, nil, SYNC_ALL, OI_ASSET_LOCATION)
    • m11.lua, line 1450: objective_text(0, "M11_OBJ_KILL_ROADBLOCK", nil, nil, SYNC_ALL, OI_ASSET_KILL)
    • m11.lua, line 1583: objective_text(0, "M11_OBJ_GO_AIR_BASE", nil, nil, SYNC_ALL, OI_ASSET_LOCATION)
    • m11.lua, line 1628: objective_text(0, "M11_OBJ_KILL_AIR_BASE", nil, nil, SYNC_ALL, OI_ASSET_KILL)
    • m11.lua, line 1662: objective_text(0, "M11_OBJ_KILL_AIR_BASE", nil, nil, SYNC_ALL, OI_ASSET_KILL)
    • m11.lua, line 1748: objective_text(0, "M11_OBJ_GO_OLEG", nil, nil, SYNC_ALL, OI_ASSET_LOCATION)
    • m11.lua, line 1764: objective_text(0, "M11_OBJ_HELP_OLEG", nil, nil, SYNC_ALL, OI_ASSET_DEFEND)
    • m11.lua, line 2046: objective_text(0, "M11_OBJ_DISTRACT_STAG", nil, nil, SYNC_LOCAL, OI_ASSET_LOCATION)
    • m11.lua, line 2058: objective_text(1, "M11_OBJ_DISTRACT_STAG", nil, nil, SYNC_REMOTE, OI_ASSET_LOCATION)
    • m11.lua, line 2305: objective_text(tag_num, "M11_OBJ_DESTROY_STAG", nil, nil, sync, OI_ASSET_KILL)
    • m11.lua, line 2369: objective_text(tag_num, "M11_OBJ_DISTRACT_STAG", nil, nil, sync, OI_ASSET_LOCATION)
    • m12.lua, line 2013: objective_text(0, obj.name, "", "", SYNC_ALL, obj.icon)
    • m12.lua, line 2030: objective_text(0, obj.name, "", "", SYNC_ALL, obj.icon)
    • m12.lua, line 2038: objective_text(0, M12_current_obj.name, "", "", SYNC_ALL, M12_current_obj.icon)
    • m13.lua, line 1282: objective_text(0, M13_OBJ_GOTO_SAINTS_HQ, "", "", SYNC_ALL, OI_ASSET_LOCATION)
    • m13.lua, line 1382: objective_text(0, M13_OBJ_THROW_JOSH, "", "", SYNC_ALL, OI_ASSET_USE)
    • m13.lua, line 1890: objective_text(0, M13_OBJ_DESTROY_STAG_BANNER, "", "", SYNC_ALL, OI_ASSET_KILL)
    • m13.lua, line 2223: objective_text(0, M13_OBJ_ESCAPE, "", "", SYNC_ALL, OI_ASSET_LOCATION)
    • m13.lua, line 2380: objective_text(0, M13_OBJ_COVER_PIERCE, "", "", SYNC_ALL, OI_ASSET_DEFEND)
    • m13.lua, line 2444: objective_text(0, M13_OBJ_GOTO_PIERCE, "", "", SYNC_ALL, OI_ASSET_LOCATION)
    • m13.lua, line 2525: objective_text(0, M13_OBJ_DEFEND_THE_NORTH, "", "", SYNC_ALL, OI_ASSET_DEFEND)
    • m13.lua, line 2558: objective_text(0, M13_OBJ_DETONATE_CAR_BOMBS, "", "", SYNC_ALL, OI_ASSET_KILL)
    • m13.lua, line 2654: objective_text(0, M13_OBJ_DEFEND_THE_NORTH, "", "", SYNC_ALL, OI_ASSET_DEFEND)
    • m13.lua, line 2673: -- objective_text(0, M13_OBJ_TAKE_OUT_THE_TANKS, "", "", SYNC_ALL, OI_ASSET_KILL)
    • m13.lua, line 2681: -- objective_text(0, M13_OBJ_TAKE_OUT_THE_TANKS, "", "", SYNC_ALL, OI_ASSET_KILL)
    • m13.lua, line 2683: objective_text(0, M13_OBJ_DEFEND_THE_NORTH, "", "", SYNC_ALL, OI_ASSET_DEFEND)
    • m13.lua, line 2706: objective_text(0, M13_OBJ_HELP_VIOLA, "", "", SYNC_ALL, OI_ASSET_DEFEND)
    • m13.lua, line 2725: objective_text(0, M13_OBJ_DEFEND_THE_SOUTH, "", "", SYNC_ALL, OI_ASSET_DEFEND)
    • m13.lua, line 2733: objective_text(0, M13_OBJ_DEFEND_THE_SOUTH, "", "", SYNC_ALL, OI_ASSET_DEFEND)
    • m13.lua, line 2751: objective_text(0, M13_OBJ_TAKE_OUT_THE_SNIPERS, "", "", SYNC_ALL, OI_ASSET_KILL)
    • m13.lua, line 2757: objective_text(0, M13_OBJ_DEFEND_THE_SOUTH, "", "", SYNC_ALL, OI_ASSET_DEFEND)
    • m13.lua, line 2774: objective_text(0, M13_OBJ_TAKE_OUT_THE_TANKS, "", "", SYNC_ALL, OI_ASSET_KILL)
    • m13.lua, line 2778: objective_text(0, M13_OBJ_DEFEND_THE_NORTH, "", "", SYNC_ALL, OI_ASSET_DEFEND)
    • m13.lua, line 2803: objective_text(0, M13_OBJ_TAKE_OUT_THE_TANKS, "", "", SYNC_ALL, OI_ASSET_KILL)
    • m13.lua, line 2813: objective_text(0, M13_OBJ_DEFEND_THE_NORTH, "", "", SYNC_ALL, OI_ASSET_DEFEND)
    • m13.lua, line 2821: objective_text(0, M13_OBJ_TAKE_OUT_THE_VTOLS, "", "", SYNC_ALL, OI_ASSET_KILL)
    • m13.lua, line 2827: objective_text(0, M13_OBJ_TAKE_OUT_THE_VTOLS, "", "", SYNC_ALL, OI_ASSET_KILL)
    • m13.lua, line 2831: objective_text(0, M13_OBJ_DEFEND_THE_NORTH, "", "", SYNC_ALL, OI_ASSET_DEFEND)
    • m13.lua, line 2841: -- objective_text(0, M13_OBJ_TAKE_OUT_THE_SNIPERS, "", "", SYNC_ALL, OI_ASSET_KILL)
    • m13.lua, line 2862: objective_text(0, M13_OBJ_CLEAR_THE_FLOOR, "", "", SYNC_ALL, OI_ASSET_KILL)
    • m13.lua, line 2865: objective_text(0, M13_OBJ_DEFEND_THE_NORTH, "", "", SYNC_ALL, OI_ASSET_DEFEND)
    • m13.lua, line 2926: objective_text(0, M13_OBJ_DEFEND_THE_NORTH, "", "", SYNC_ALL, OI_ASSET_DEFEND)
    • m13.lua, line 2973: objective_text(0, obj_text, "", "", SYNC_ALL, OI_ASSET_LOCATION)
    • m14.lua, line 1898: objective_text(0, M14_text.get_in_heli, nil, nil, SYNC_ALL, OI_ASSET_LOCATION)
    • m14.lua, line 1911: objective_text(M14_objective_text.gsi_index, M14_objective_text.text, M14_objective_text.sub1, M14_objective_text.sub2, M14_objective_text.sync_type, M14_objective_text.oi_asset)
    • m14.lua, line 1919: -- Mission-specific wrapper for objective_text() that saves off the current objective in case the helicopter re-entry warning
    • m14.lua, line 1938: objective_text(gsi_index, text, sub1, sub2, sync_type, oi_asset)
    • m15.lua, line 716: objective_text(0, M15_OBJ_CLEAR_THE_LOBBY, "", "", SYNC_ALL, OI_ASSET_KILL)
    • m15.lua, line 982: objective_text(0, obj_text, "", "", SYNC_ALL, OI_ASSET_USE)
    • m15.lua, line 1031: objective_text(0, obj_text, "", "", SYNC_ALL, OI_ASSET_LOCATION)
    • m15.lua, line 1197: objective_text(0, M15_OBJ_CATCH_THE_TRUCK, "", "", SYNC_ALL, OI_ASSET_LOCATION)
    • m15.lua, line 1653: objective_text(0, M15_OBJ_CATCH_THE_TRUCK, "", "", SYNC_ALL, OI_ASSET_LOCATION)
    • m15.lua, line 1756: objective_text(0, M15_OBJ_DISABLE_THE_TRUCK, "", "", SYNC_ALL, OI_ASSET_KILL)
    • m16.lua, line 1507: objective_text( 0, "M16_OBJ_MOVE_THROUGH_DATA", "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • m16.lua, line 1529: objective_text( 0, "m16_obj_goto_firewall", "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • m16.lua, line 1633: objective_text( 0, "m16_obj_survive_text", "", "", SYNC_ALL, OI_ASSET_DEFEND)
    • m16.lua, line 1707: objective_text( 0, "m16_obj_goto_anti_virus", "", "", SYNC_ALL, OI_ASSET_LOCATION)
    • m16.lua, line 1742: objective_text( 0, "m16_obj_kill_all_enemies", "", "", SYNC_ALL, OI_ASSET_KILL )
    • m16.lua, line 1852: objective_text( 0, "m16_obj_kill_tanks", "", "", SYNC_ALL, OI_ASSET_KILL)
    • m16.lua, line 1993: objective_text( 0, "m16_obj_goto_internet_security", "", "", SYNC_ALL, OI_ASSET_LOCATION)
    • m16.lua, line 2036: objective_text( 0, "m16_obj_kill_all_enemies", "", "", SYNC_ALL, OI_ASSET_KILL )
    • m16.lua, line 2105: objective_text( 0, "m16_obj_debug_error", "", "", SYNC_ALL)
    • m16.lua, line 2359: objective_text( 0, "m16_obj_kill_all_enemies", "", "", SYNC_ALL, OI_ASSET_KILL )
    • m16.lua, line 2399: objective_text( 0, "m16_obj_kill_matt", "", "", SYNC_ALL, OI_ASSET_KILL)
    • m16.lua, line 2521: objective_text( 0, "M16_OBJ_CHOOSE_A_COMPANY", "", "", SYNC_ALL, OI_ASSET_USE)
    • m16.lua, line 2846: objective_text( 0, "m16_obj_kill_matt", "", "", SYNC_ALL, OI_ASSET_KILL)
    • m17.lua, line 1189: objective_text(0, "M17_OBJ_FIND_HELI", "", "", SYNC_ALL, OI_ASSET_LOCATION)
    • m17.lua, line 1268: objective_text(0, "M17_OBJ_BOARD_SHIP", "", "", SYNC_ALL, OI_ASSET_LOCATION)
    • m17.lua, line 1389: objective_text(1, "M17_OBJ_FOLLOW_KIA", "", "", SYNC_ALL, OI_ASSET_LOCATION)
    • m17.lua, line 1686: objective_text(0, "M17_OBJ_FIND_BRIG", "", "", SYNC_ALL, OI_ASSET_LOCATION)
    • m17.lua, line 1773: objective_text(0, "M17_OBJ_JAILBREAK", "", "", SYNC_ALL, OI_ASSET_USE)
    • m17.lua, line 1898: objective_text(0, "M17_OBJ_FIND_REACTOR", "", "", SYNC_ALL, OI_ASSET_LOCATION)
    • m17.lua, line 1990: objective_text(0, "M17_OBJ_DESTROY_REACTOR", "", "", SYNC_ALL, OI_ASSET_KILL)
    • m17.lua, line 2094: objective_text(1, "M17_OBJ_ESCAPE_SHIP", "", "", SYNC_ALL, OI_ASSET_LOCATION)
    • m17.lua, line 2214: objective_text(1, "M17_OBJ_HIJACK_VTOL", "", "", SYNC_ALL, OI_ASSET_USE)
    • m18.lua, line 1555: objective_text(0, M18_objectives.get_to_the_cockpit.tag, nil, nil, SYNC_ALL, M18_objectives.get_to_the_cockpit.icon)
    • m18.lua, line 1678: objective_text(0, M18_objectives.search_for_gun.tag, nil, nil, SYNC_ALL, M18_objectives.search_for_gun.icon)
    • m18.lua, line 1989: objective_text(0, M18_objectives.escape_in_tank.tag, nil, nil, SYNC_ALL, M18_objectives.escape_in_tank.icon)
    • m18.lua, line 2225: objective_text(0, M18_objectives.survive.tag, nil, nil, SYNC_ALL, M18_objectives.survive.icon)
    • m18.lua, line 2745: objective_text(0, M18_objectives.bail_out_of_tank.tag, nil, nil, SYNC_ALL, M18_objectives.bail_out_of_tank.icon)
    • m18.lua, line 2918: objective_text(0, M18_objectives.hijack_tank.tag, nil, nil, SYNC_ALL, M18_objectives.hijack_tank.icon)
    • m18.lua, line 3669: objective_text(0, M18_objectives.destroy_cockpit.tag, nil, nil, SYNC_ALL, M18_objectives.destroy_cockpit.icon)
    • m19.lua, line 588: objective_text( 0, "M19_OBJ_GO_TO_ENTRANCE", "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • m19.lua, line 1121: objective_text( 0, "M19_OBJ_RESCUE_VIOLA", "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • m19.lua, line 1138: --objective_text(0, "get to viola")
    • m19.lua, line 1147: --objective_text(0, "kill zombies!")
    • m19.lua, line 1148: objective_text( 0, "M19_OBJ_KILL_ZOMBiES", "", "", SYNC_ALL, OI_ASSET_KILL )
    • m19.lua, line 1217: objective_text( 0, "M19_OBJ_GO_TO_RIMJOBS", "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • m19.lua, line 1238: objective_text( 0, "M19_OBJ_OPEN_DOOR", "", "", SYNC_ALL, OI_ASSET_USE )
    • m19.lua, line 1257: objective_text( 0, "M19_OBJ_PROTECT_VIOLA", "", "", SYNC_ALL, OI_ASSET_DEFEND )
    • m19.lua, line 1339: objective_text( 0, "M19_OBJ_GO_TO_VIOLA", "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • m19.lua, line 1400: objective_text( 0, "M19_OBJ_GET_IN_TRUCK", "", "", SYNC_ALL, OI_ASSET_USE )
    • m19.lua, line 1435: objective_text( 0, "M19_OBJ_CHOICE", "", "", SYNC_ALL, OI_ASSET_INVALID )
    • m19.lua, line 1466: objective_text( 0, "M19_OBJ_GET_IN_TRUCK", "", "", SYNC_ALL, OI_ASSET_USE )
    • m19.lua, line 1475: objective_text( 0, "M19_OBJ_CHOICE", "", "", SYNC_ALL, OI_ASSET_INVALID )
    • m19.lua, line 1868: objective_text( 0, "M19_OBJ_NEUTRALIZE_CONTAINERS", destroyed_count, 3, SYNC_ALL, OI_ASSET_KILL )
    • m19.lua, line 1870: objective_text( 0, "M19_OBJ_GET_IN_TRUCK", "", "", SYNC_ALL, OI_ASSET_USE )
    • m19.lua, line 2342: --objective_text(0, "get to back to Viola!")
    • m20.lua, line 632: objective_text(0, M20_text.go_to_gym, nil, nil, SYNC_ALL, OI_ASSET_LOCATION)
    • m20.lua, line 797: objective_text(0, M20_text.rc_the_car, nil, nil, SYNC_LOCAL, OI_ASSET_USE)
    • m20.lua, line 801: objective_text(1, M20_text.align_heli, nil, nil, SYNC_REMOTE, OI_ASSET_LOCATION)
    • m20.lua, line 840: objective_text(0, M20_text.wait_for_enter, nil, nil, SYNC_LOCAL, OI_ASSET_USE)
    • m20.lua, line 874: objective_text(0, M20_text.go_to_gas_station, nil, nil, SYNC_LOCAL, OI_ASSET_LOCATION)
    • m20.lua, line 897: objective_text(0, M20_text.crash_the_car, nil, nil, SYNC_LOCAL, OI_ASSET_LOCATION)
    • m20.lua, line 952: objective_text(0, M20_text.run_over_people, nil, nil, SYNC_LOCAL, OI_ASSET_KILL)
    • m20.lua, line 1084: objective_text(0, M20_text.go_to_harbor, nil, nil, SYNC_ALL, OI_ASSET_LOCATION)
    • m20.lua, line 1111: objective_text(0, M20_text.rc_a_boat, nil, nil, SYNC_LOCAL, OI_ASSET_USE)
    • m20.lua, line 1114: objective_text(1, M20_text.align_to_boats, nil, nil, SYNC_REMOTE, OI_ASSET_LOCATION)
    • m20.lua, line 1154: objective_text(0, M20_text.crash_beach_party, nil, nil, SYNC_LOCAL, OI_ASSET_LOCATION)
    • m20.lua, line 1278: objective_text( 0, M20_text.go_to_helicopter, nil, nil, SYNC_ALL, OI_ASSET_LOCATION )
    • m20.lua, line 1309: objective_text( 0, M20_text.rc_the_helicopter, nil, nil, SYNC_LOCAL, OI_ASSET_USE )
    • m20.lua, line 1312: objective_text( 1, M20_text.align_heli, nil, nil, SYNC_REMOTE, OI_ASSET_LOCATION )
    • m20.lua, line 1336: objective_text( 0, M20_text.crash_the_heli, nil, nil, SYNC_LOCAL, OI_ASSET_KILL )
    • m20.lua, line 1536: objective_text(0, M20_text.go_to_airport, nil, nil, SYNC_ALL, OI_ASSET_LOCATION)
    • m20.lua, line 1599: objective_text(0, M20_text.rc_a_tank, nil, nil, SYNC_LOCAL, OI_ASSET_USE)
    • m20.lua, line 1601: objective_text(1, M20_text.align_to_tanks, nil, nil, SYNC_REMOTE, OI_ASSET_LOCATION)
    • m20.lua, line 1652: objective_text( 0, M20_text.kill_the_last_wrestler, nil, nil, SYNC_LOCAL, OI_ASSET_KILL )
    • m21.lua, line 1120: objective_text( GSI_OBJECTIVE_INDEX, "m21_obj_defend_the_ring", "", "", SYNC_ALL, OI_ASSET_DEFEND )
    • m21.lua, line 1541: objective_text( GSI_OBJECTIVE_INDEX, "m21_obj_protect_angel", "", "", SYNC_ALL, OI_ASSET_DEFEND )
    • m21.lua, line 1830: objective_text(GSI_OBJECTIVE_INDEX, "m21_obj_go_to_angel", "", "", SYNC_ALL, OI_ASSET_LOCATION)
    • m21.lua, line 1884: objective_text(GSI_OBJECTIVE_INDEX, "m21_obj_enter_the_ring", "", "", SYNC_ALL, OI_ASSET_LOCATION)
    • m21.lua, line 1974: objective_text( GSI_OBJECTIVE_INDEX, "m21_obj_fight_killbane", "", "", SYNC_ALL, OI_ASSET_KILL )
    • m21.lua, line 2263: objective_text( GSI_OBJECTIVE_INDEX, "m21_obj_kill_luchadores", "", "", SYNC_ALL, OI_ASSET_KILL )
    • m21.lua, line 2358: objective_text( GSI_OBJECTIVE_INDEX, "m21_obj_fight_killbane", "", "", SYNC_ALL, OI_ASSET_KILL )
    • m22.lua, line 1551: objective_text( 0, "m22_obj_goto_battlezone", "", "", SYNC_LOCAL, OI_ASSET_LOCATION)
    • m22.lua, line 1552: objective_text( 1, "m22_obj_goto_battlezone", "", "", SYNC_REMOTE, OI_ASSET_LOCATION)
    • m22.lua, line 1932: objective_text( 0, "m22_obj_goto_armory", "", "", SYNC_LOCAL, OI_ASSET_LOCATION)
    • m22.lua, line 1933: objective_text( 1, "m22_obj_goto_armory", "", "", SYNC_REMOTE, OI_ASSET_LOCATION)
    • m22.lua, line 2128: objective_text( 0, "m22_obj_killbane_or_shaundi", "", "", SYNC_ALL , OI_ASSET_LOCATION)
    • m22.lua, line 2278: objective_text( 0, "m22_obj_stop_killbane", "", "", SYNC_ALL , OI_ASSET_KILL)
    • m22.lua, line 2346: objective_text( 0, "m22_obj_help_angel", "", "", SYNC_ALL , OI_ASSET_DEFEND)
    • m22.lua, line 2503: objective_text( 0, "m22_obj_kill_killbane", "", "", SYNC_ALL , OI_ASSET_KILL)
    • m22.lua, line 2596: objective_text( 0, "m22_obj_goto_statue", "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • m22.lua, line 2685: objective_text( 0, "m22_obj_remove_bombs", Total_c4_to_destroy - Num_c4_left_to_destroy, Total_c4_to_destroy .. " ", SYNC_ALL, OI_ASSET_USE )
    • m22.lua, line 2699: objective_text( 0, "m22_obj_proceed_up_statue", "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • m22.lua, line 2708: objective_text( 0, "m22_obj_remove_bombs", Total_c4_to_destroy - Num_c4_left_to_destroy, Total_c4_to_destroy .. " ", SYNC_ALL, OI_ASSET_USE )
    • m22.lua, line 2739: objective_text( 0, "m22_obj_proceed_up_statue", "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • m22.lua, line 2783: objective_text( 0, "m22_obj_kill_kia", "", "", SYNC_ALL , OI_ASSET_KILL)
    • m22.lua, line 3926: objective_text( 0, "m22_obj_goto_battlezone", "", "", SYNC_LOCAL , OI_ASSET_LOCATION)
    • m22.lua, line 3933: objective_text( 1, "m22_obj_goto_battlezone", "", "", SYNC_REMOTE , OI_ASSET_LOCATION)
    • m22.lua, line 4138: objective_text( 0, "m22_obj_remove_bombs", Total_c4_to_destroy - Num_c4_left_to_destroy, Total_c4_to_destroy .. " ", SYNC_ALL, OI_ASSET_USE )
    • m22.lua, line 4168: objective_text( 0, "m22_obj_remove_bombs", Total_c4_to_destroy - Num_c4_left_to_destroy, Total_c4_to_destroy .. " ", SYNC_ALL, OI_ASSET_USE )
    • m22.lua, line 4206: objective_text( 0, "m22_obj_remove_bombs", Total_c4_to_destroy - Num_c4_left_to_destroy, Total_c4_to_destroy .. " ", SYNC_ALL, OI_ASSET_USE )
    • m22.lua, line 4223: objective_text( 0, "m22_obj_remove_bombs", Total_c4_to_destroy - Num_c4_left_to_destroy, Total_c4_to_destroy .. " ", SYNC_ALL, OI_ASSET_USE )
    • m23.lua, line 1579: objective_text(0, M23_objectives.get_helicopter.tag, nil, nil, SYNC_ALL, M23_objectives.get_helicopter.icon)
    • m23.lua, line 1652: objective_text(0, M23_objectives.get_helicopter.tag, nil, nil, SYNC_ALL, M23_objectives.get_helicopter.icon)
    • m23.lua, line 1773: objective_text(0, M23_objectives.go_to_daedalus.tag, nil, nil, SYNC_ALL, M23_objectives.go_to_daedalus.icon)
    • m23.lua, line 1857: objective_text(0, M23_objectives.land_on_daedalus.tag, nil, nil, SYNC_ALL, M23_objectives.land_on_daedalus.icon)
    • m23.lua, line 1947: objective_text(0, M23_objectives.destroy_guns.tag, nil, nil, SYNC_ALL, M23_objectives.destroy_guns.icon)
    • m23.lua, line 2038: objective_text(0, M23_objectives.destroy_defenses.tag, nil, nil, SYNC_ALL, M23_objectives.destroy_defenses.icon)
    • m23.lua, line 2087: objective_text(0, M23_objectives.land_on_daedalus.tag, nil, nil, SYNC_ALL, M23_objectives.land_on_daedalus.icon)
    • m23.lua, line 2213: objective_text(0, trigger.objective.tag, nil, nil, SYNC_ALL, trigger.objective.icon)
    • m23.lua, line 2333: -- objective_text(0, M23_objectives.kill_cyrus.tag, nil, nil, SYNC_ALL, M23_objectives.kill_cyrus.icon)
    • m23.lua, line 2343: objective_text(0, M23_objectives.kill_cyrus.tag, nil, nil, SYNC_ALL, M23_objectives.kill_cyrus.icon)
    • m23.lua, line 2446: -- objective_text(0, M23_objectives.kill_cyrus.tag, nil, nil, SYNC_ALL, M23_objectives.kill_cyrus.icon)
    • m23.lua, line 2768: objective_text(0, M23_objectives.escape.tag, nil, nil, SYNC_ALL, M23_objectives.escape.icon)
    • m24.lua, line 919: objective_text( 0, "M24_OBJ_DISABLE_SECURITY_NETWORK", "", "", SYNC_ALL, OI_ASSET_USE)
    • m24.lua, line 988: objective_text( 0, "m24_obj_goto_killbane_lair", "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • m24.lua, line 996: objective_text( 0, "m24_obj_plant_charges", "", "", SYNC_ALL, OI_ASSET_USE )
    • m24.lua, line 1012: objective_text( 0, "m24_obj_run_for_cover", "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • m24.lua, line 1075: objective_text( 0, "m24_obj_goto_killbane_lair", "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • m24.lua, line 1159: objective_text( 0, "m24_obj_defeat_killbane", "", "", SYNC_ALL, OI_ASSET_KILL )
    • m24.lua, line 1886: objective_text( 0, "PLAYER_REVIVE_FOLLOWER", "", "", SYNC_ALL, OI_ASSET_REVIVE )
    • mm_a_01.lua, line 155: --objective_text( 0, "MM_A_01_obj_meet_angel", "", "", SYNC_ALL ) -- tell the player to meet Angel
    • mm_a_01.lua, line 156: objective_text( 0, "MM_A_01_obj_goto_if", nil, nil, SYNC_ALL, OI_ASSET_LOCATION ) -- tell the player to go to insurance fraud start
    • mm_k_01.lua, line 144: --objective_text( 0, "MM_K_01_obj_meet_kinzie", "", "", SYNC_ALL ) -- tell the player to meet Kinzie
    • mm_k_01.lua, line 145: --objective_text( 0, "MM_K_01_obj_goto_tb", nil, nil, SYNC_ALL, OI_ASSET_LOCATION )
    • mm_p_01.lua, line 136: objective_text( 0, "MM01_OBJ_GOTO_GA", nil, nil , SYNC_ALL, OI_ASSET_LOCATION )
    • mm_p_02.lua, line 128: objective_text( 0, "mm_p_02_obj_meet_pierce", nil, nil, SYNC_ALL, OI_ASSET_LOCATION ) -- tell the player to meet Pierce
    • mm_p_03.lua, line 338: objective_text( 0, "MM03_OBJ_PURCHASE_STORE", nil, nil, SYNC_ALL, OI_ASSET_LOCATION )
    • mm_p_03.lua, line 355: objective_text( 0, "MM03_OBJ_GOTO_PROPERTY", nil, nil, SYNC_ALL, OI_ASSET_LOCATION )
    • mm_p_03.lua, line 377: objective_text( 0, "MM03_OBJ_PURCHASE_PROPERTY", nil, nil, SYNC_ALL, OI_ASSET_LOCATION )
    • mm_p_03.lua, line 392: objective_text( 0, "MM03_OBJ_GOTO_COLLECTIBLE", nil, nil, SYNC_ALL, OI_ASSET_LOCATION )
    • mm_p_03.lua, line 404: objective_text( 0, "MM03_OBJ_ACQUIRE_COLLECTIBLE", nil, nil, SYNC_ALL, OI_ASSET_LOCATION )
    • mm_p_03.lua, line 437: objective_text( 0, "MM03_OBJ_GOTO_FP", nil, nil, SYNC_ALL, OI_ASSET_LOCATION )
    • mm_p_03.lua, line 459: objective_text( 0, "MM03_OBJ_KILL_FP", nil, nil, SYNC_ALL, OI_ASSET_KILL ) --tell the player to destroy the flashpoint
    • mm_p_03.lua, line 497: objective_text( 0, "MM03_OBJ_CLEAR_NOTORIETY", nil, nil, SYNC_ALL, OI_ASSET_LOCATION )
    • mm_p_04.lua, line 123: objective_text( 0, "mm_p_04_obj_goto_tm", nil, nil, SYNC_ALL, OI_ASSET_LOCATION ) -- tell the player to go to the marker
    • mm_p_05.lua, line 123: objective_text( 0, "mm_p_05_obj_goto_rm", nil, nil, SYNC_ALL, OI_ASSET_LOCATION ) -- tell the player to go to the marker
    • mm_p_06.lua, line 209: objective_text( 0, "mm_p_06_obj_meet_pierce", nil, nil, SYNC_ALL, OI_ASSET_LOCATION )
    • mm_p_07.lua, line 184: objective_text( 0, "mm_p_07_obj_meet_pierce", nil, nil, SYNC_ALL, OI_ASSET_LOCATION )
    • sh01.lua, line 424: objective_text( 0, "sh01_obj_enter_warehouse", "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • sh01.lua, line 456: objective_text( 0, "sh01_obj_upstairs", "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • sh01.lua, line 517: objective_text( 0, "sh01_obj_kill_brute", "", "", SYNC_ALL, OI_ASSET_KILL)
    • sh01.lua, line 556: objective_text( 0, "sh01_obj_manager_office", "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • sh02.lua, line 2945: objective_text(0, tag, "", "", SYNC_ALL, icon)
    • sh03.lua, line 971: objective_text(0, START_MESSAGE, nil, nil, SYNC_ALL, OI_ASSET_LOCATION)
    • sh03.lua, line 1013: objective_text( 0, SH03_HACK_TOWER, SH03_TOWERS_HACKED, TOTAL_TOWERS, SYNC_ALL, OI_ASSET_LOCATION )
    • sh03.lua, line 1079: objective_text(0, SH03_GET_TO_THE_CHOPPA, nil, nil, SYNC_ALL, OI_ASSET_LOCATION)
    • sh03.lua, line 1092: objective_text(0, SH03_SURVIVE, nil, nil, SYNC_ALL, OI_ASSET_LOCATION)
    • sh03.lua, line 1114: objective_text(0, ENTER_HELI, nil, nil, SYNC_ALL, OI_ASSET_LOCATION)
    • sh03.lua, line 1207: objective_text( 0, GO_DOWNSTAIRS, nil, nil, SYNC_ALL, OI_ASSET_LOCATION )
    • sh03.lua, line 1241: objective_text( 0, TURN_OF_THE_ROUTERS, SH03_ROUTERS_TURNED_OFF, SH03_TOTAL_LINKS, SYNC_ALL, OI_ASSET_USE )
    • sh03.lua, line 1311: objective_text(0, SH03_PARACHUTE, nil, nil, SYNC_ALL, OI_ASSET_LOCATION) --tell the player to jump
    • sh03.lua, line 1345: objective_text( 0, SH03_TURN_OFF_THE_FINAL_LINK, nil, nil, SYNC_ALL, OI_ASSET_USE)
    • sh03.lua, line 1581: objective_text( 0, TURN_OF_THE_ROUTERS , SH03_ROUTERS_TURNED_OFF , SH03_TOTAL_LINKS , SYNC_ALL, OI_ASSET_USE )
    • sh03.lua, line 1779: --objective_text( 0, SH03_HACK_TOWER, SH03_TOWERS_HACKED , TOTAL_TOWERS , SYNC_ALL, OI_ASSET_LOCATION )
    • sh03.lua, line 1905: objective_text( 0, KILL_TARGETS, nil, nil, SYNC_ALL, OI_ASSET_KILL )
    • sh04.lua, line 516: objective_text( 0, SH04_BRUTES, nil, nil, SYNC_ALL, OI_ASSET_KILL )
    • sh04.lua, line 717: objective_text( 0, HELPTEXT_FIND_THE_VAULT, "", "", SYNC_ALL, OI_ASSET_LOCATION )
    • sh04.lua, line 1088: objective_text( 0, HELPTEXT_DESTROY_LUCHADORES, nil, nil, SYNC_ALL, OI_ASSET_KILL )
    • sh04.lua, line 1127: objective_text( 0, HELPTEXT_DESTROY_STATUES, 0, SH04_original_num_statues, SYNC_ALL, OI_ASSET_KILL )
    • sh04.lua, line 1151: --objective_text( 0, HELPTEXT_DESTROY_STATUES, 0, SH04_original_num_statues, SYNC_ALL, OI_ASSET_KILL )
    • sh04.lua, line 1250: objective_text( 0, SH04_MANAGER, nil, nil, SYNC_ALL, OI_ASSET_USE )
    • sh04.lua, line 2004: objective_text( 0, HELPTEXT_DESTROY_LUCHADORES, nil, nil, SYNC_ALL, OI_ASSET_KILL )
    • sh04.lua, line 2176: objective_text( 0, HELPTEXT_DESTROY_STATUES, SH04_original_num_statues - SH04_num_remaining_statues, SH04_original_num_statues, SYNC_ALL, OI_ASSET_KILL )
    objective_text_clear true
      236
      object_indicator_add true 1 3
      object_indicator_add_do true
        3
        • game_lib.lua, line 1938: if (object_indicator_add_do( object_name, object_indicator_id, object_indicator_flags, sync_type, fade_dist ) == true) then
        • game_lib.lua, line 2030: object_indicator_add_do(trigger_name, object_indicator_id, object_indicator_flags, sync_type, fade_dist)
        • game_lib.lua, line 2520: if (object_indicator_add_do(object_name, asset_id, flags, sync_type, fade_dist) == true) then
        object_indicator_add_objective_text true
          12
          • m06.lua, line 1857: object_indicator_add_objective_text(M06_trigger.disarm_bomb.name, "PLAYER_CHOICE_M06_OPTION2_TITLE", "PLAYER_CHOICE_M06_OPTION2_BODY")
          • m06.lua, line 1860: object_indicator_add_objective_text(M06_trigger.destroy_building.name, "PLAYER_CHOICE_M06_OPTION1_TITLE", "PLAYER_CHOICE_M06_OPTION1_BODY")
          • m09.lua, line 2767: object_indicator_add_objective_text(M09_trigger.to_brothel_trigger.name, "PLAYER_CHOICE_M09_OPTION1_TITLE", "PLAYER_CHOICE_M09_OPTION1_BODY")
          • m09.lua, line 2768: object_indicator_add_objective_text(M09_trigger.to_saints_trigger.name, "PLAYER_CHOICE_M09_OPTION2_TITLE", "PLAYER_CHOICE_M09_OPTION2_BODY")
          • m13.lua, line 2076: object_indicator_add_objective_text( cyrus, "PLAYER_CHOICE_M13_OPTION1_TITLE", "PLAYER_CHOICE_M13_OPTION1_BODY")
          • m13.lua, line 2077: object_indicator_add_objective_text( shaundi, "PLAYER_CHOICE_M13_OPTION2_TITLE", "PLAYER_CHOICE_M13_OPTION2_BODY")
          • m16.lua, line 2514: object_indicator_add_objective_text(M16_triggers.choicea, "PLAYER_CHOICE_M16_OPTION2_TITLE", "PLAYER_CHOICE_M16_OPTION2_BODY")
          • m16.lua, line 2515: object_indicator_add_objective_text(M16_triggers.choiceb, "PLAYER_CHOICE_M16_OPTION1_TITLE", "PLAYER_CHOICE_M16_OPTION1_BODY")
          • m19.lua, line 1445: object_indicator_add_objective_text(M19_trigger.escape1.name, "PLAYER_CHOICE_M19_OPTION1_TITLE", "PLAYER_CHOICE_M19_OPTION1_BODY")
          • m19.lua, line 1446: object_indicator_add_objective_text(M19_nav.neutralize_here.name, "PLAYER_CHOICE_M19_OPTION2_TITLE", "PLAYER_CHOICE_M19_OPTION2_BODY")
          • m22.lua, line 2154: object_indicator_add_objective_text(M22_triggers.save_saints, "PLAYER_CHOICE_M22_OPTION2_TITLE", "PLAYER_CHOICE_M22_OPTION2_BODY")
          • m22.lua, line 2158: object_indicator_add_objective_text(M22_triggers.kill_killbane, "PLAYER_CHOICE_M22_OPTION1_TITLE", "PLAYER_CHOICE_M22_OPTION1_BODY")
          object_indicator_add_script_group true 1
            object_indicator_add_script_group_do true
              2
              • game_lib.lua, line 1970: object_indicator_add_script_group_do( group_name, object_indicator_id, object_indicator_flags, sync_type )
              • game_lib.lua, line 2550: object_indicator_add_script_group_do(group_name, asset_id, flags, sync_type)
              object_indicator_init_lua true
                1
                object_indicator_remove true 2 3
                object_indicator_remove_do true
                  3
                  object_indicator_remove_script_group true 1
                    object_indicator_remove_script_group_do true
                      2
                      object_is_in_trigger true
                        63
                        • dlc2_m01.lua, line 2309: if (object_is_in_trigger(Dlc2_m01_triggers.player_landing_bulls_eye, player) == true) then
                        • dlc2_m01.lua, line 2838: if (object_is_in_trigger(Dlc2_m01_triggers.player_heli_crash_area, LOCAL_PLAYER) == true and (coop_is_active() == false or object_is_in_trigger(Dlc2_m01_triggers.player_heli_crash_area, REMOTE_PLAYER) == true) ) then
                        • dlc2_m01.lua, line 2838: if (object_is_in_trigger(Dlc2_m01_triggers.player_heli_crash_area, LOCAL_PLAYER) == true and (coop_is_active() == false or object_is_in_trigger(Dlc2_m01_triggers.player_heli_crash_area, REMOTE_PLAYER) == true) ) then
                        • dlc2_m01.lua, line 5085: if (object_is_in_trigger(trigger, player) == true) then
                        • dlc2_m02.lua, line 1316: while object_is_in_trigger( machine_data.approach_trigger, LOCAL_PLAYER ) == false do
                        • dlc2_m02.lua, line 1317: if coop_msg_displayed == false and object_is_in_trigger( machine_data.approach_trigger, REMOTE_PLAYER ) == true then
                        • dlc2_m02.lua, line 1961: if object_is_in_trigger( approach_trigger, LOCAL_PLAYER ) == false then
                        • dlc2_m02.lua, line 1963: elseif coop_is_active() == true and object_is_in_trigger( approach_trigger, REMOTE_PLAYER ) == false then
                        • dlc2_m02.lua, line 2425: if object_is_in_trigger( trigger_name, LOCAL_PLAYER ) == true then
                        • dlc2_m02.lua, line 2430: if object_is_in_trigger( trigger_name, REMOTE_PLAYER ) == true then
                        • dlc2_m02.lua, line 2943: if object_is_in_trigger( trigger_name, LOCAL_PLAYER ) == true then
                        • dlc2_m02.lua, line 2947: if coop_is_active() == true and object_is_in_trigger( trigger_name, REMOTE_PLAYER ) == true then
                        • dlc2_m02.lua, line 3001: while object_is_in_trigger( approach_trigger, LOCAL_PLAYER ) == false do
                        • dlc2_m02.lua, line 3003: if remote_arrived == false and object_is_in_trigger( approach_trigger, REMOTE_PLAYER ) == true then
                        • dlc2_m03.lua, line 2441: if object_is_in_trigger(current_virus_region.name, DLC2_M03_current_vehicle_name) then
                        • m02.lua, line 3784: if (object_is_in_trigger(M02_triggers.clean_up_debris_above_shaundi, vehicle.name) == true) then
                        • m02.lua, line 3791: if (object_is_in_trigger(M02_triggers.clean_up_debris_above_shaundi, box) == true) then
                        • m02.lua, line 3796: if (object_is_in_trigger(M02_triggers.clean_up_debris_above_shaundi, pallet) == true) then
                        • m08.lua, line 1690: local in_trigger = object_is_in_trigger( trigger_name, LOCAL_PLAYER )
                        • m08.lua, line 1693: in_trigger = object_is_in_trigger( trigger_name, REMOTE_PLAYER )
                        • m09.lua, line 5000: if object_is_in_trigger(M09_trigger.on_boat_trigger.name, attacker.heli_group.vehicle) == false then
                        • m10.lua, line 3170: if (object_is_in_trigger(M10_triggers.club_roof_area, vtol) == true) then
                        • m10.lua, line 3549: if (object_is_in_trigger(transport_table.rooftop_trigger, char) == false) then
                        • m11.lua, line 2030: if object_is_in_trigger(base.zone, REMOTE_PLAYER) then
                        • m11.lua, line 2031: if object_is_in_trigger(base.zone, LOCAL_PLAYER) then
                        • m11.lua, line 2036: elseif object_is_in_trigger(base.zone, LOCAL_PLAYER) then
                        • m11.lua, line 2039: elseif object_is_in_trigger(base.zone, LOCAL_PLAYER) then
                        • m11.lua, line 2248: if (object_is_in_trigger(trigger_name, LOCAL_PLAYER) or (coop_is_active() and object_is_in_trigger(trigger_name, REMOTE_PLAYER))) then
                        • m11.lua, line 2248: if (object_is_in_trigger(trigger_name, LOCAL_PLAYER) or (coop_is_active() and object_is_in_trigger(trigger_name, REMOTE_PLAYER))) then
                        • m11.lua, line 2340: other_player_inside = object_is_in_trigger(trigger_name, REMOTE_PLAYER)
                        • m11.lua, line 2342: other_player_inside = object_is_in_trigger(trigger_name, LOCAL_PLAYER)
                        • m13.lua, line 3886: if wave.kill_trigger ~= nil and object_is_in_trigger( wave.kill_trigger, LOCAL_PLAYER ) == true then
                        • m13.lua, line 3956: should_mark_north_local = object_is_in_trigger( M13_triggers.north_side, LOCAL_PLAYER ) ~= true
                        • m13.lua, line 3959: should_mark_north_coop = object_is_in_trigger( M13_triggers.north_side, REMOTE_PLAYER ) ~= true
                        • m13.lua, line 3965: should_mark_south_local = object_is_in_trigger( M13_triggers.south_side, LOCAL_PLAYER ) ~= true
                        • m13.lua, line 3968: should_mark_south_coop = object_is_in_trigger( M13_triggers.south_side, REMOTE_PLAYER ) ~= true
                        • m14.lua, line 722: in_trigger = object_is_in_trigger( M14_trigger.tower1_heli_validation, M14_vehicle.spotlight_heli )
                        • m14.lua, line 894: in_trigger = object_is_in_trigger( M14_trigger.tower2_heli_validation, M14_vehicle.spotlight_heli )
                        • m14.lua, line 2155: if (not object_is_in_trigger(M14_trigger.tower1_heli_validation, M14_vehicle.spotlight_heli)) then
                        • m14.lua, line 2162: if (not object_is_in_trigger(M14_trigger.tower2_heli_validation, M14_vehicle.spotlight_heli)) then
                        • m14.lua, line 2167: if (not object_is_in_trigger(M14_trigger.helipad, M14_vehicle.spotlight_heli)) then
                        • m15.lua, line 2478: local in_trigger = object_is_in_trigger(group.dont_run_trigger, LOCAL_PLAYER)
                        • m15.lua, line 2481: in_trigger = in_trigger or object_is_in_trigger(group.dont_run_trigger, REMOTE_PLAYER)
                        • m20.lua, line 671: if object_is_in_trigger( M20_trigger.gym, LOCAL_PLAYER ) == true then
                        • m20.lua, line 2260: until object_is_in_trigger(M20_trigger.beach_party, M20_status.my_rc_boat)
                        • m20.lua, line 2506: if object_is_in_trigger( trigger, name ) == true then
                        • m21.lua, line 3463: if (object_is_in_trigger(M21_triggers.ring_trigger, player_outside_ring) == false) then
                        • m21.lua, line 3466: if (object_is_in_trigger(M21_triggers.ring_trigger, player_in_ring) == true) then
                        • m21.lua, line 3590: if (character_is_dead(npc) == false and object_is_in_trigger(M21_triggers.ring_trigger, npc) == false) then
                        • m21.lua, line 3604: elseif (object_is_in_trigger(M21_triggers.ring_trigger, npc) == false) then
                        • m21.lua, line 3730: if (action_play_is_finished(player_in_ring, 1.0) and object_is_in_trigger(M21_triggers.ring_trigger, player_in_ring) == false) then
                        • m21.lua, line 3738: if (action_play_is_finished(player_outside_ring, 1.0) and object_is_in_trigger(M21_triggers.ring_trigger, player_outside_ring) == true) then
                        • m21.lua, line 3747: if (action_play_is_finished(M21_characters.killbane, 1.0) and object_is_in_trigger(M21_triggers.ring_trigger, M21_characters.killbane) == false) then
                        • m22.lua, line 2016: (coop_is_active() == false or object_is_in_trigger(Current_bz.zone.battle_area, REMOTE_PLAYER) == false)) do
                        • m22.lua, line 3723: if object_is_in_trigger(Current_bz.zone.trigger, killer) then
                        • m22.lua, line 4122: if object_is_in_trigger(M22_triggers.statue_explosion_region, mover_name) then
                        • m22.lua, line 4151: if object_is_in_trigger(M22_triggers.statue_explosion_region, mover_name) then
                        • m22.lua, line 4182: if (object_is_in_trigger(M22_triggers.statue_explosion_region, mover_name) == false) then
                        • m23.lua, line 2119: if object_is_in_trigger(M23_triggers.daedalus_landing_zone, character) then
                        • m23.lua, line 2370: if object_is_in_trigger(M23_triggers.rear_deck, M23_runtime.local_player_last_vehicle ) then
                        • m23.lua, line 2376: if object_is_in_trigger(M23_triggers.rear_deck, M23_runtime.remote_player_last_vehicle ) then
                        • m23.lua, line 2803: M23_flags.local_player_escaped = (object_is_in_trigger(M23_triggers.daedalus_blast_radius, LOCAL_PLAYER) == false)
                        • m23.lua, line 2806: M23_flags.remote_player_escaped = (object_is_in_trigger(M23_triggers.daedalus_blast_radius, REMOTE_PLAYER) == false)
                        object_spawn_pause true
                          4
                          online_and_privilege_validator_begin true 1 10
                          online_validator_check_privs true 1 1
                          online_validator_profile_cb true 1
                            online_validator_set_checking true
                              8
                              online_validator_sign_in_cb true 1
                                on_ai_do_action_complete true
                                  18
                                  on_alt_select true
                                    1
                                    on_attack_performed true
                                      131
                                      on_back true
                                        2
                                        on_cancel true
                                          1
                                          on_cancel_confirm true
                                            1
                                            on_change true
                                              6
                                              on_character_grabbed true
                                                8
                                                on_collision true
                                                  8
                                                  on_damage true
                                                    53
                                                    on_death true
                                                      350
                                                      on_detection true
                                                        25
                                                        on_dismiss true
                                                          89
                                                          on_dismount true
                                                            2
                                                            on_door_opened true
                                                              7
                                                              on_enter true
                                                                4
                                                                on_hit_ped true
                                                                  2
                                                                  on_hud_screen_exit true
                                                                    4
                                                                    on_human_killed true
                                                                      5
                                                                      on_incapacitated true
                                                                        9
                                                                        on_m21_player_choice true
                                                                          2
                                                                          on_mount true
                                                                            2
                                                                            on_mover_destroyed true
                                                                              29
                                                                              on_mover_enter_water true
                                                                                9
                                                                                on_nav true
                                                                                  16
                                                                                  on_near_crash true
                                                                                    6
                                                                                    on_notoriety_event true
                                                                                      4
                                                                                      on_pickup true
                                                                                        6
                                                                                        on_projectile_hit true
                                                                                          3
                                                                                          on_purchase true
                                                                                            8
                                                                                            on_qte_animation_trigger true
                                                                                              11
                                                                                              on_random_human_killed true 1 1
                                                                                              on_random_mover_killed true 1 3
                                                                                              on_random_obj_killed_do true 4
                                                                                                on_random_ods_killed true 1
                                                                                                  on_random_vehicle_killed true 1
                                                                                                    on_revived true
                                                                                                      7
                                                                                                      on_select true
                                                                                                        4
                                                                                                        on_show true
                                                                                                          1
                                                                                                          on_start true
                                                                                                            1
                                                                                                            on_sub_menu_fill true
                                                                                                              1
                                                                                                              on_take_damage true
                                                                                                                97
                                                                                                                on_taunt true
                                                                                                                  4
                                                                                                                  on_trigger true
                                                                                                                    492
                                                                                                                    on_trigger_exit true
                                                                                                                      86
                                                                                                                      on_value_update true
                                                                                                                        3
                                                                                                                        on_vehicle_debris_flow_recycled true
                                                                                                                          2
                                                                                                                          on_vehicle_destroyed true
                                                                                                                            269
                                                                                                                            on_vehicle_enter true
                                                                                                                              72
                                                                                                                              on_vehicle_enter_water true
                                                                                                                                14
                                                                                                                                on_vehicle_exit true
                                                                                                                                  21
                                                                                                                                  on_weapon_equip true
                                                                                                                                    7
                                                                                                                                    on_weapon_pickup true
                                                                                                                                      11
                                                                                                                                      on_wieldable_prop_destroy true
                                                                                                                                        4
                                                                                                                                        open_vint_dialog true 1
                                                                                                                                          open_vint_dialog_check_done true
                                                                                                                                            2
                                                                                                                                            open_vint_dialog_do true
                                                                                                                                              1
                                                                                                                                              option_menu_init_data true
                                                                                                                                                1
                                                                                                                                                or true
                                                                                                                                                  2
                                                                                                                                                  • sh03.lua, line 899: if( (grp.name == sh03_group.ROOM_DEFENSE.name) or( grp.name == sh03_group.WAVE_ONE.name ) or ( grp.name == sh03_group.WAVE_TWO.name ) or ( grp.name == sh03_group.WAVE_THREE.name ) or (grp.name == sh03_group.ROOM_DEFENSE.name) or ( grp.name == sh03_group.COOP_WAVE_ONE.name ) or ( grp.name == sh03_group.COOP_WAVE_TWO.name ) or ( grp.name == sh03_group.COOP_WAVE_THREE.name ) ) then
                                                                                                                                                  • sh03.lua, line 913: if( (grp.name == sh03_group.ROOM_DEFENSE.name) or( grp.name == sh03_group.WAVE_ONE.name ) or ( grp.name == sh03_group.WAVE_TWO.name ) or ( grp.name == sh03_group.WAVE_THREE.name ) or ( grp.name == sh03_group.COOP_WAVE_ONE.name ) or ( grp.name == sh03_group.COOP_WAVE_TWO.name ) or ( grp.name == sh03_group.COOP_WAVE_THREE.name ) ) then
                                                                                                                                                  out_func true
                                                                                                                                                    1
                                                                                                                                                    override_npc_run_and_cower_run true
                                                                                                                                                      2