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//===================================================================== // AI_MoveToGoal //===================================================================== class AI_MoveToGoal extends AI_MovementGoal editinlinenew; //===================================================================== // 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; //===================================================================== // Functions overloaded function construct( AI_Resource r, int pri, Vector _destination, optional Character.SkiCompetencyLevels _skiCompetency, optional Character.JetCompetencyLevels _jetCompetency, optional Character.GroundMovementLevels _groundMovement, optional float _energyUsage, optional float _terminalVelocity, optional float _terminalHeight, optional float _terminalDistanceXY, optional float _terminalDistanceZ, optional Rotator _terminalRotation ) { priority = pri; destination = _destination; skiCompetency = _skiCompetency; jetCompetency = _jetCompetency; groundMovement = _groundMovement; terminalDistanceXY = _terminalDistanceXY; terminalDistanceZ = _terminalDistanceZ; energyUsage = _energyUsage; terminalVelocity = _terminalVelocity; terminalHeight = _terminalHeight; terminalRotation = _terminalRotation; super.construct( r ); } //===================================================================== defaultproperties { bInactive = false bPermanent = false priority = 31 } |
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