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//===================================================================== // AI_GunnerGuard // Vehicle weapon's and turret's default behaviour // // Turret's target selection depends on the type of the turret. // Turret's accuracy depends on whether turret is manned or not. //===================================================================== class AI_GunnerGuard extends AI_GunnerAction editinlinenew; //===================================================================== // Variables var(Parameters) float engagementAreaRadius "Radius of engagement area"; var Pawn target; //===================================================================== // Functions //--------------------------------------------------------------------- function cleanup() { super.cleanup(); // clear GuardSensor value so action can be activated again // (also important because GuardSensor doesn't terminate when LOS is lost - it relies on the action to do this) if ( achievingGoal.activationSentinel.sensor != None ) achievingGoal.activationSentinel.sensor.setObjectValue( None ); } //===================================================================== // State code state Running { Begin: target = Pawn(achievingGoal.activationSentinel.sensor.queryObjectValue()); if ( target == None ) { log( "AI WARNING:" @ name $ ":" @ localRook().name @ "( in" @ rook().name @ ") has no guard target" ); } else { if ( rook().logTyrion) log( self.name @ "started." @ localRook().name @ "is attacking" @ target.name ); // (it's important that FireAt fail when target is lost - otherwise the guard sensor won't select a new target) waitForGoal( (new class'AI_GunnerFireAtGoal'( resource, achievingGoal.priority, target, position, true )).postGoal( self ) ); } if ( rook().logTyrion) log( self.name @ "(" @ localRook().name @ ") stopped" ); succeed(); } //===================================================================== defaultproperties { satisfiesGoal = class'AI_GunnerGuardGoal' |
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