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//===================================================================== // AI_MoveToLocation // Moves to an arbitrary location on the map using walking/jetting/skiing //===================================================================== class AI_MoveTo extends AI_MovementAction editinlinenew dependson(NS_MoveToLocation); //===================================================================== // Variables var(Parameters) editinline Name destinationName "A path node label"; var(Parameters) Character.SkiCompetencyLevels skiCompetency "How well the AI can ski"; var(Parameters) Character.JetCompetencyLevels jetCompetency "How well the AI can jetpack"; var(Parameters) Character.GroundMovementLevels groundMovement "Desired ground movement mode"; var(Parameters) float terminalDistanceXY "How close the AI must get to its destination in XY"; var(Parameters) float terminalDistanceZ "How close the AI must get to its destination in Z"; var(Parameters) float energyUsage "How much energy the AI must have when the action completes"; var(Parameters) float terminalVelocity "How fast the AI should be going when it reaches its destination"; var(Parameters) float terminalHeight "How high above the ground the AI should be when it reaches its destination"; var(Parameters) Rotator terminalRotation "Which way the AI should be facing when it reaches its destination"; var(InternalParameters) editconst Vector destination; var ACT_ErrorCodes errorCode; // errorcode from child action var Actor node; var NS_MoveToLocation.TerminalConditions terminalConditions; //===================================================================== // Functions //--------------------------------------------------------------------- // Callbacks from Navigation System actions function actionSucceededCB( NS_Action child ) { super.actionSucceededCB( child ); if ( child.isA( 'NS_MoveToLocation' )) errorCode = ACT_SUCCESS; } function actionFailedCB( NS_Action child, ACT_ErrorCodes anErrorCode ) { super.actionFailedCB( child, anErrorCode ); if ( child.isA( 'NS_MoveToLocation' )) errorCode = anErrorCode; } //===================================================================== // State code state Running { Begin: if ( destinationName != '' ) { node = resource.pawn().findStaticByLabel( class'Pathfinding.PlacedNode', destinationName ); if ( node == None ) { log( "AI WARNING:" @ name @ "(" @ resource.pawn().name @ ") can't find specified path node" @ destinationName ); fail( ACT_INVALID_PARAMETERS, true ); } destination = node.Location; } if ( resource.pawn().logTyrion ) log( name @ "started." @ resource.pawn().name @ "is moving to" @ destination @ "(dist:" @ VDist( destination, resource.pawn().Location ) @ ")" ); terminalConditions.velocity = terminalVelocity; terminalConditions.height = terminalHeight; terminalConditions.distanceXY = terminalDistanceXY; terminalConditions.distanceZ = terminalDistanceZ; waitForAction( class'NS_MoveToLocation'.static.startAction( AI_Controller(resource.pawn().controller), self, destination, None, skiCompetency, jetCompetency, groundMovement, energyUsage, terminalConditions )); if ( terminalRotation != default.terminalRotation ) { waitForAction( class'NS_Turn'.static.startAction( AI_Controller(resource.pawn().controller), self, terminalRotation )); } if ( resource.pawn().logTyrion ) log( name @ "(" @ resource.pawn().name @ ") stopped with errorCode" @ errorCode ); if ( errorCode != ACT_SUCCESS ) fail( errorCode ); else succeed(); } //===================================================================== defaultproperties { satisfiesGoal = class'AI_MoveToGoal' } |
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