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//===================================================================== // AI_Resource // The Tyrion (Tribes 3 AI System) AI Control Mechanism //===================================================================== // A note on resource usage: // // Resources are hierarchical. Squads are made up of pawns which are made up of arms, legs, // and a head. Arms, legs, and head resources are called "leaf resources". Leaf resources // are the resources that actually do things in the world, characters and squads are just // collections of these resources. // // Only actions running on leaf resources actually "use" the resources. Character and squad // actions use resources only by virtue of the fact that they spawn child actions that run // on the character's or squad's leaf resources. Consequently, it's easy for character and // squad actions to share a resource. They can run in parallel and won't conflict unless two // of them start a child action on the same leaf resource at the same time. // // Every action has "resourceUsage" bits that indicate what resources it requires. Squad // actions must have uniform usage of resources across their members (i.e. you can't have // a single squad action that needs the arms of Pawn A and the legs of Pawn B). // // For an action to run on a resource, the resources it requires must be available. Resource // checking occurs in two places: When an action is chosen for a pending goal (inside // "processGoals()") and when a new goal is added to a resource (in "resourceCheck()"). // ProcessGoals() won't chose any action (including character and squad actions) unless // the resources specified by that action are currently available. ResourceCheck() will // interrupt an action running on a resources if this resource is a leaf resource and // the new goal has a higher priority. class AI_Resource extends Engine.Tyrion_ResourceBase native editinlinenew abstract; import class Engine.Canvas; import class Engine.HUD; //===================================================================== // Constants // Optional resources const OPTIONAL_RESOURCE_PRIORITY = 20; // maximum priority for an optional resource // Resource usage bits - specify the leaf nodes of the resource hierarchy // character parts const RU_HEAD = 1; const RU_ARMS = 2; const RU_LEGS = 4; // vehicle parts const RU_MOUNT = 8; // base installation parts // ... //===================================================================== // Variables var array<AI_RunnableAction> idleActions; var array<AI_RunnableAction> runningActions; var array<AI_RunnableAction> removedActions; // actions waiting to be deleted var AI_Action usedByAction; // the action that is "using" this resource; only leaf resources (legs/arms/head etc) can be used var array<AI_Sensor> sensors; // the sensors available to this resource var array<AI_SensorAction> sensorActions; // the sensorActions running on this resource //===================================================================== // Functions //--------------------------------------------------------------------- // Called before the resource is first ticked // (called explicitly by Actors that use AI_Resource's, // since objects don't have their own postBeginPlay()'s) // (called on first UAI_Resource.Tick) event init() { local int i; local AI_Goal goal; local array<AI_Goal> removeGoals; // designer-created goals have to be initialized... for ( i = 0; i < goals.length; i++ ) { goal = AI_Goal(goals[i]); if ( goal.priorityFn() <= 0 ) removeGoals[removeGoals.length] = goal; // removeGoals.push(goal) else if ( goal.resource == None ) // goal not yet initialized goal.init( self ); } for ( i = 0; i < removeGoals.length; i++ ) { if ( pawn().logTyrion ) log( "Removing" @ removeGoals[i].name @ "from" @ pawn().name @ "(priority <= 0)" ); removeGoal( removeGoals[i] ); // remove goals with 0 priority so they don't clog up resources } bUnInitialized = false; } //--------------------------------------------------------------------- // clean up resource-related stuff when pawn dies function cleanup() { local int i; local AI_Goal goal; local ActionBase action; //if ( pawn() != None ) // log( "Cleanup called on" @ name @ pawn().name ); //else // log( "Cleanup called on" @ name @ "(pawn unknown - ragdoll cleanup?)" ); for ( i = 0; i < goals.length; i++ ) { goal = AI_Goal(goals[i]); //log( "... considering" @ goal.name ); // de-link goals from sensor's recipient lists (in lieu of removing them alltogether) if ( goal.activationSentinel != None && goal.activationSentinel.sensor != None ) { goal.activationSentinel.deactivateSentinel( goal ); goal.activationSentinel.sensor = None; } if ( goal.deactivationSentinel != None && goal.deactivationSentinel.sensor != None ) { goal.deactivationSentinel.deactivateSentinel( goal ); goal.deactivationSentinel.sensor = None; } } //log( " idleActions:" @ idleActions.length ); while ( idleActions.length > 0 ) { //log( "... considering idle" @ idleActions[0].name ); action = idleActions[0]; idleActions.remove(0, 1); // remove element explicitly (so sensorActions get removed) action.instantFail( ACT_RESOURCE_INACTIVE ); } //log( " runningActions:" @ runningActions.length ); while ( runningActions.length > 0 ) { //log( "... considering running" @ runningActions[0].name ); action = runningActions[0]; runningActions.remove(0, 1); // remove element explicitly (so sensorActions get removed) action.instantFail( ACT_RESOURCE_INACTIVE ); } for ( i = 0; i < sensors.length; i++ ) { //log( "... considering sensor" @ sensors[i].name @ sensors[i].recipients.length ); /*if ( sensors[i].recipients.length > 0 ) { log( " The following still have references to this sensor:" ); for ( j = 0; j < sensors[i].recipients.length; j++ ) log( " " @ sensors[i].recipients[j].recipient.name ); }*/ sensors[i].cleanup(); } // InstantFail doesn't remove sensor actions (even though they are in the "runningActions" list), // so remove them here explicitly //log( " sensorActions:" @ sensorActions.length ); for ( i = 0; i < sensorActions.length; i++ ) { //log( "... considering sensorAction" @ sensorActions[i].name ); sensorActions[i].removeAction(); } sensorActions.length = 0; // remove remaining goals while( goals.length > 0 ) { //log( "... considering goal" @ goals[0].name ); removeGoal( AI_Goal(goals[0]) ); } //log( "Cleanup FINISHED on" @ name @ pawn().name ); } //--------------------------------------------------------------------- // Delete all the sensors attached to this resource function deleteSensors() { local int i; for ( i = 0; i < sensors.length; i++ ) { sensors[i].value.Delete(); // this would be in the sensor's destructor if we had one... sensors[i].Delete(); } sensors.length = 0; } //--------------------------------------------------------------------- // Delete actions that have been removed from idle and running lists event deleteRemovedActions() { local int i; for ( i = 0; i < removedActions.length; i++ ) { //log( "deleteRemovedActions: deleting" @ removedActions[i].name ); removedActions[i].Release(); // Comment out this line to disable AI action deletion } removedActions.length = 0; } //--------------------------------------------------------------------- // increments refCount and returns object function AI_Resource myAddRef() { AddRef(); return self; } //--------------------------------------------------------------------- // Inform a resource that a particular pawn died // (Resources should not assume they will only get one of these messages per pawn death) function pawnDied( Pawn pawn ) { local int i; local array<ActionBase> actions; // collect actions (don't want to be iterating over lists that might change length) for ( i = 0; i < runningActions.length; ++i ) actions[actions.length] = runningActions[i]; for ( i = 0; i < idleActions.length; ++i ) actions[actions.length] = idleActions[i]; // inform all actions for ( i = 0; i < actions.length; ++i ) { if ( !actions[i].bDeleted ) actions[i].pawnDied( pawn ); } } //---------------------------------------------------------------------- // Chooses the best action from 'abilities' that satisfies 'goal' // Returns a copy of this action (or None) with a reference count of 1 // // Note: to save on action copying, for now goal constraints are not taken into account when // determining value of selectionHeuristic event AI_Action chooseAction( AI_Goal goal ) { local AI_Action bestAction; // return value local AI_Action action; local array<AI_Action> matchingActions; // sorted list of actions that match 'goal' local int i, j; // create a sorted list of actions that achieve 'goal' for ( i = 0; i < abilities.length; i++ ) { action = AI_Action(abilities[i]); //log( "@@@" @ pawn().name @ action.name @ action.satisfiesGoal.name @ goal.class @ action.selectionHeuristic( goal ) ); //if ( ClassIsChildOf( goal.class, action.satisfiesGoal ) ) // log( "@@@" @ action.name @ "sat's" @ goal.name @ usedByAction @ usedByAction.achievingGoal.priorityFn() @ goal.priorityFn() ); if ( ClassIsChildOf( goal.class, action.satisfiesGoal ) && ( usedByAction == None || // resource not in use usedByAction.achievingGoal.priorityFn() < goal.priorityFn() || // resource doing something less important multipleActionsCheck( action ) || // the resource can handle multiple actions doesParentHaveResource( goal.parentAction ))) // the parent of the goal is already using the resource { action.heuristicValue = action.selectionHeuristic( goal ); if ( action.heuristicValue > 0 ) { // insert 'action' into 'matchingActions', sorted by heuristicValue for( j = 0; j < matchingActions.Length; ++j ) { if ( matchingActions[j].heuristicValue < action.heuristicValue ) break; } matchingActions.insert(j, 1); matchingActions[j] = action; } } } // find the action with the highest heuristicValue for ( i = 0; i < matchingActions.length; i++ ) { action = AI_Action( class'Engine.Tyrion_Setup'.static.shallowCopy( matchingActions[i] )).myAddRef(); // make a shallow copy // log( "ChooseAction: Created new action" @ action.name @ "from" @ matchingActions[i] ); if ( setActionParameters( goal, action ) ) // returns false if parameters named in this goal couldn't be set { bestAction = action; break; } else action.Release(); } return bestAction; } //---------------------------------------------------------------------- // Makes sure a high priority goal isn't being prevented from running // because its resource is being used by a lower priority one; // if it is, interrupt the lower priority one // 'bestAction': if known, the action you want running on this goal event resourceCheck( AI_Goal goal, optional AI_Action bestAction ) { // Interrupt lower priority actions that are preventing this goal from being satisfied: // 1. find out what actions match this goal // 2. if the best one needs to use this resource but a lower priority action is claiming // the resource, interrupt the lower priority action //log( "RESOURCE_CHECK: goal:" @ goal.name @ "action:" @ bestAction.name @ "usedBy:" @ usedByAction ); if ( usedByAction != None && // will only be non-None on leaf resources (there is no resource contention for non-leaf resources) goal.bInactive == false && // inactive goals don't need to be considered goal.priorityFn() > usedByAction.achievingGoal.priorityFn() && // new goal's priority is higher !doesParentHaveResource( goal.parentAction ) ) // parent isn't already using the resource { // possible optimization: store bestAction for use by processGoals() - if processGoals() is called on this tick if ( bestAction == None ) bestAction = chooseAction( goal ); // if a new bestAction is created here it will get deleted at the end of this function... else bestAction.AddRef(); // ...but if it was passed in it its reference counts will remain unchanged // the best action needs the resource (resource must be a leaf resource) // old: if ( (bestAction.resourceUsage & bestAction.default.resourceUsage) != 0 ) if ( !multipleActionsCheck( bestAction ) ) { if ( pawn().logTyrion ) log( "resourceCheck: Interrupting" @ usedByAction.name @ "(pri" @ usedByAction.achievingGoal.priorityFn() $ ") to achieve" @ goal.name @ "(pri" @ goal.priorityFn() $ ")" ); if ( usedByAction == goal.parentAction ) log( "AI WARNING: Child action" @ bestAction.name @ "is interrupting its parent" @ goal.parentAction.name ); // invoke parent's "resources stolen" callback if ( usedByAction.achievingGoal.parentAction != None ) usedByAction.achievingGoal.parentAction.resourceStolenCB( usedByAction.achievingGoal, self ); // free up resource if ( usedByAction != None ) usedByAction.interruptAction(); } if ( bestAction != None ) bestAction.Release(); } } //--------------------------------------------------------------------- // Adds a sensor action to a resource function AI_SensorAction addSensorActionClass( class<AI_SensorAction> sensorActionClass ) { local AI_SensorAction sensorAction; assert(sensorActionClass != None); if ( !ClassIsChildOf( class, sensorActionClass.static.getResourceClass() ) ) { log( "AI WARNING: addSensorActionClass:" @ class @ "is not a child of" @ sensorActionClass.static.getResourceClass() ); assert( ClassIsChildOf( class, sensorActionClass.static.getResourceClass() ) ); } //log( name @ "added sensor action class:" @ sensorActionClass ); // allocate a new sensor action, but have it be idle sensorAction = (new sensorActionClass( self )).myAddRef(); //log( "---" @ sensorAction @ "addreffed" ); sensorAction.setupSensors( self ); sensorAction.pauseAction(); sensorActions[sensorActions.length] = sensorAction; return sensorAction; } //--------------------------------------------------------------------- // Can this resource run "action" if it's already being used? // (default is "yes", but individual resources can define their own logic) // Note: check will never be called for non-leaf resources, since they can // always run multiple actions function bool multipleActionsCheck( AI_Action action ) { return true; } //---------------------------------------------------------------------- // Is the parent of this action already using a leaf resource? function bool doesParentHaveResource( AI_Action parentAction ) { return false; } //---------------------------------------------------------------------- // Return the corresponding action class for this type of resource function class<AI_RunnableAction> getActionClass(); //---------------------------------------------------------------------- // Wrapper function for setActionParametersInternal function bool setActionParameters( AI_Goal goal, AI_Action action ) { return setActionParametersInternal( goal, action ); } //--------------------------------------------------------------------- // Accessor functions event Pawn Pawn() { return None; } #if IG_TRIBES3 // returns the rook representing the vehicle mounted turret or the vehicle (for drivers) or the turret function Rook localRook() { return Rook(pawn()); // returns the same value as pawn() by default } #endif //--------------------------------------------------------------------- // Given the name of a goal, retrieve the object (or None) function AI_Goal findGoalByName( String gName ) { local AI_Goal goal; local int i; for ( i = 0; i < goals.length; i++ ) { goal = AI_Goal(goals[i]); if ( gName ~= goal.goalName ) return goal; } return None; } //---------------------------------------------------------------------- // Set parameters in 'action' to those specified by 'goal', if possible // // Notes on goal constraints: // - goal constraints are parameters of the action that matches the goal // - goal constraints steer the the action, giving the poster of the goal some control // on the execution of the action // - when goal constraints are set, the action uses their values, instead of filling them in itself private native function bool setActionParametersInternal( Object goal, Object action ); //---------------------------------------------------------------------- // Adds a goal to the AI_Resource // low-level function - don't call this directly! // 'parentAction' can be None for top-level goals // Does an implicit "AddRef" on the goal that was added function addGoal( AI_Action parent, AI_Goal goal ) { goal.AddRef(); goals[goals.length] = goal; // goals.push(goal) goal.parentAction = parent; if ( parent != None ) { // childGoals.Push( self ) parent.childGoals[parent.childGoals.length] = goal; } if ( goal.bInactive == false ) bMatchGoals = true; } //----------------------------------------------------------------------- // Removes a goal from this AI_Resource // low-level function - don't call this directly! // clears achievingAction // Does an implicit "Release" on the goal that was removed (which means goal may be invalid after this call!!) // It's ok to call removeGoal on a goal that's already been removed. function removeGoal( AI_Goal goal ) { local int i; goal.cleanup(); if ( goal.parentAction != None ) { for ( i = 0; i < goal.parentAction.childGoals.length; i++ ) if ( goal.parentAction.childGoals[i] == goal ) { //log( "-> removing" @ goal.name @ "from child list of" @ goal.parentAction.name ); goal.parentAction.childGoals.remove( i, 1 ); // removes element - shifts the rest break; } } if ( goal.activationSentinel != None && goal.activationSentinel.sensor != None ) { goal.activationSentinel.deactivateSentinel( goal ); goal.activationSentinel.sensor = None; } if ( goal.deactivationSentinel != None && goal.deactivationSentinel.sensor != None ) { goal.deactivationSentinel.deactivateSentinel( goal ); goal.deactivationSentinel.sensor = None; } // Check to see if bMatchGoals needs to be set after a goal is removed. // If a goal is being achieved by an action that isn't using the resource, // then removing that goal doesn't free up any resources. Consequently, // no new goal matching has to be performed. // (Note: goal's achievingAction slot must still be valid) if ( usedByAction != None && goal.achievingAction == usedByAction ) bMatchGoals = true; // A more general note: // There are four cases when you might have to perform action-to-goal matching: // 1. A goal was added (handled in addGoal) // 2. A goal was removed (handled in removeGoal) // 3. An action completed - because although the goals may not have changed, // resources may have been freed up (handled in handleGoalFailure/handleGoalSuccess) // When an action completes, all the sub-goals it posted have to be removed as well; // this is why removeAction calls removeGoal recursively // 4. An action was interrupted - again, resources may have been freed up // (handled in interruptAction which calls handleGoalFailure) // 5. A permanent inactive goal changes state // (handled in activate/deactivate/handleGoalFailure/handleGoalSuccess) // The possibility still exists that bMatchGoals will be set to true unnecessarily, // but no cases were it should have been set and wasn't will occur. if ( goal.achievingAction != None ) { //log( "-> removing" @ goal.achievingAction.name ); goal.achievingAction.removeAction(); // clears achievingAction } for ( i = 0; i < goals.length; i++ ) if ( goals[i] == goal ) { goals.remove( i, 1 ); // removes element - shifts the rest goal.bDeleted = true; goal.parentAction = None; //log( "->" @ goal.name @ "in" @ pawn().name @ "RELEASED" ); if (goal.Release() > 0) { //assert(!goal.Outer.IsA('Actor')); goal.NullReferences(); } break; } } //--------------------------------------------------------------------- // Mark all goals as achieved: this will reset the resource to have // only permanent goals (used when a mount loses its driver) event resetGoals() { local int i, n; local AI_Goal goal; n = goals.length; for ( i = 0; i < n; ++i ) { goal = AI_Goal(goals[i]); if ( goal.achievingAction != None ) { //log( "-->" @ localRook().name @ "Calling succeed on" @ goal.name ); goal.achievingAction.instantSucceed(); // handle goals array length being modified if ( goals.length != n ) { n = goals.length; --i; } } } bGoalsReset = true; } //--------------------------------------------------------------------- // action/goal debug display function #if IG_TRIBES3 // Tribes version... function displayTyrionDebug() { local int i; local Pawn debugPawn; local AI_Goal goal; local Color color; local String inactiveString; debugPawn = pawn(); if ( class'Pawn'.static.checkAlive( debugPawn ) && goals.length > 0 ) { debugPawn.AddDebugMessage(" "); debugPawn.AddDebugMessage( Name @ "Goals", class'Canvas'.static.MakeColor(255,255,255)); for ( i = 0; i < goals.length; i++ ) { goal = AI_Goal(goals[i]); if ( goal.bInactive ) { color = class'Canvas'.static.MakeColor(0,255,200); inactiveString = "INACTIVE"; } else { color = class'Canvas'.static.MakeColor(0,255,0); inactiveString = ""; } debugPawn.AddDebugMessage( " " $ goal.goalDebuggingString() @ "(" $ goal.priorityFn() $ ")" @ inactiveString, color ); if ( goal.achievingAction != None ) debugPawn.AddDebugMessage( " " $ goal.achievingAction.actionDebuggingString(), class'Canvas'.static.MakeColor(200,200,200) ); } } } #endif #if IG_SWAT // SWAT version... function displayTyrionDebug() { local int i; local Pawn debugPawn; debugPawn = pawn(); debugPawn.AddDebugMessage(" "); if ( goals.length > 0 ) { debugPawn.AddDebugMessage( Name $ " Goals", class'Canvas'.Static.MakeColor(255,255,255)); for ( i = 0; i < goals.length; i++ ) if ( !AI_Goal(goals[i]).bInActive ) debugPawn.AddDebugMessage(" " $ goals[i].goalDebuggingString()); } if ( runningActions.length > 0 ) { debugPawn.AddDebugMessage("Running " $ Name $ " Actions", class'Canvas'.Static.MakeColor(255,255,255)); for ( i = 0; i < runningActions.length; i++ ) debugPawn.AddDebugMessage(" " $ runningActions[i].actionDebuggingString()); } if ( idleActions.length > 0 ) { debugPawn.AddDebugMessage("Idle " $ Name $ " Actions", class'Canvas'.Static.MakeColor(255,255,255)); for ( i = 0; i < idleActions.length; i++ ) debugPawn.AddDebugMessage(" " $ idleActions[i].actionDebuggingString()); } } #endif //======================================================================= defaultproperties { bMatchGoals = true } |
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