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//============================================================================= // NavigationPoint. // // NavigationPoints are organized into a network to provide AIControllers // the capability of determining paths to arbitrary destinations in a level // //============================================================================= class NavigationPoint extends Actor hidecategories(Lighting,LightColor,Karma,Force) native; //------------------------------------------------------------------------------ // NavigationPoint variables var const array<ReachSpec> PathList; //index of reachspecs (used by C++ Navigation code) var() name ProscribedPaths[4]; // list of names of NavigationPoints which should never be connected from this path var() name ForcedPaths[4]; // list of names of NavigationPoints which should always be connected from this path var int visitedWeight; var const int bestPathWeight; var const NavigationPoint nextNavigationPoint; var const NavigationPoint nextOrdered; // for internal use during route searches var const NavigationPoint prevOrdered; // for internal use during route searches var const NavigationPoint previousPath; var int cost; // added cost to visit this pathnode var() int ExtraCost; // Extra weight added by level designer var transient int TransientCost; // added right before a path finding attempt, cleared afterward. var transient int FearCost; // extra weight diminishing over time (used for example, to mark path where bot died) var transient bool bEndPoint; // used by C++ navigation code var transient bool bTransientEndPoint; // set right before a path finding attempt, cleared afterward. var bool taken; // set when a creature is occupying this spot var() bool bBlocked; // this path is currently unuseable var() bool bPropagatesSound; // this navigation point can be used for sound propagation (around corners) var() bool bOneWayPath; // reachspecs from this path only in the direction the path is facing (180 degrees) var() bool bNeverUseStrafing; // shouldn't use bAdvancedTactics going to this point var() bool bAlwaysUseStrafing; // shouldn't use bAdvancedTactics going to this point var const bool bForceNoStrafing;// override any LD changes to bNeverUseStrafing var const bool bAutoBuilt; // placed during execution of "PATHS BUILD" var bool bSpecialMove; // if true, pawn will call SuggestMovePreparation() when moving toward this node var bool bNoAutoConnect; // don't connect this path to others except with special conditions (used by LiftCenter, for example) var const bool bNotBased; // used by path builder - if true, no error reported if node doesn't have a valid base var const bool bPathsChanged; // used for incremental path rebuilding in the editor var bool bDestinationOnly; // used by path building - means no automatically generated paths are sourced from this node var bool bSourceOnly; // used by path building - means this node is not the destination of any automatically generated path var bool bSpecialForced; // paths that are forced should call the SpecialCost() and SuggestMovePreparation() functions var bool bMustBeReachable; // used for PathReview code //var Pickup InventoryCache; // used to point to dropped weapons var float InventoryDist; function PostBeginPlay() { ExtraCost = Max(ExtraCost,0); Super.PostBeginPlay(); } event int SpecialCost(Pawn Seeker, ReachSpec Path); // Accept an actor that has teleported in. // used for random spawning and initial placement of creatures event bool Accept( actor Incoming, actor Source ) { // Move the actor here. taken = Incoming.SetLocation( Location ); if (taken) { Incoming.Velocity = vect(0,0,0); Incoming.SetRotation(Rotation); } Incoming.PlayTeleportEffect(true, false); TriggerEvent(Event, self, Pawn(Incoming)); return taken; } /* DetourWeight() value of this path to take a quick detour (usually 0, used when on route to distant objective, but want to grab inventory for example) */ event float DetourWeight(Pawn Other,float PathWeight); /* SuggestMovePreparation() Optionally tell Pawn any special instructions to prepare for moving to this goal (called by Pawn.PrepareForMove() if this node's bSpecialMove==true */ event bool SuggestMovePreparation(Pawn Other) { return false; } /* ProceedWithMove() Called by Controller to see if move is now possible when a mover reports to the waiting pawn that it has completed its move */ function bool ProceedWithMove(Pawn Other) { return true; } /* MoverOpened() & MoverClosed() used by NavigationPoints associated with movers */ function MoverOpened(); function MoverClosed(); defaultproperties { Texture=Texture'Engine_res.S_NavP' bPropagatesSound=true bStatic=true bNoDelete=true bHidden=true bCollideWhenPlacing=true //#if !IG_DISABLE_UNREAL_ACTOR_SOUND_MANAGEMENT // ckline: use IG_EFFECTS system instead of old Unreal per-actor sound specifications // SoundVolume=0 //#endif CollisionRadius=+00080.000000 CollisionHeight=+00100.000000 } |
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