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//===================================================================== // AI_PursueGoal //===================================================================== class AI_PursueGoal extends AI_MovementGoal; //===================================================================== // Variables var(Parameters) editinline Name targetName "A pawn to follow"; var(Parameters) editinline float proximity "How close to get while following"; var(Parameters) float energyUsage; var(Parameters) float terminalVelocity; var(Parameters) float terminalHeight; var(InternalParameters) editconst Pawn target; var(InternalParameters) editconst IFollowFunction followFunction; var(InternalParameters) editconst int positionIndex; // index of this pawn in a formation (starts at 0) //===================================================================== // Functions overloaded function construct( AI_Resource r, int pri, Pawn aTarget, optional float aProximity, optional IFollowFunction aFollowFunction, optional int aPositionIndex, optional float aEnergyUsage, optional float aTerminalVelocity, optional float aTerminalHeight ) { priority = pri; target = aTarget; if ( aProximity == 0.0f ) proximity = default.proximity; else proximity = aProximity; followFunction = aFollowFunction; positionIndex = aPositionIndex; energyUsage = aEnergyUsage; terminalVelocity = aTerminalVelocity; terminalHeight = aTerminalHeight; super.construct( r ); } //--------------------------------------------------------------------- // Called when a goal is removed function cleanup() { super.cleanup(); followFunction = None; } //===================================================================== defaultproperties { proximity = 500 bInactive = false bPermanent = false bTryOnlyOnce = true // PursueGoal won't activate again if target becomes visible so you don't ever want failed PursueGoals hanging around } |
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