The monuments the player must be inside for the condition to count. Each entry is matched case-insensitively against a monument's short name (such as 'launch_site_1' or 'oilrig_1') or its Monument Finder alias (such as 'TrainStation'). An empty list means any monument counts. Preset references (entries starting with '@') are unpacked before matching.
The player’s position is what matters, at the instant of the action. A
player standing outside Launch Site gets no credit for killing a scientist
inside it. The target’s position is never considered. This rule is the same
for every objective type.
Each entry is matched against a monument’s short name
(like launch_site_1 or oilrig_1) or its Monument Finder alias (like
TrainStation, which covers every underground train station on the map).
Custom monuments registered with Monument Finder work too.
An empty list means any monument counts. This is useful for objectives that can be completed at any monument, but not outside of one.
Entries starting with @ are preset references and
are unpacked before matching, just like other objective type/condition.
Monument bounds are Monument Finder’s curated bounds, used as-is. Refer to Monument Finder’s documentation for details on how they are defined and how to add custom bounds.
A monument name that doesn’t exist on the current map simply never matches,
there is no validation. Some smaller procedural maps don’t have all monuments, so a contract that requires one of those will not be excluded from rotations, but it will never be completable. I recommend that you use multiple monuments in your conditions, so that if one is missing on a map, the others can still be used.