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//===================================================================== // AI_SkiTo // Forces an AI to ski to a point on the map //===================================================================== class AI_SkiTo extends AI_MovementAction editinlinenew; //===================================================================== // Variables var(Parameters) editinline Name jetToPointName "A path node label the AI will jet to before skiing (can be empty)"; 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) 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(InternalParameters) editconst Vector jetToPoint; var(InternalParameters) editconst Vector destination; var ACT_ErrorCodes errorCode; // errorcode from child action var Actor node; //===================================================================== // Functions //--------------------------------------------------------------------- // Callbacks from Navigation System actions function actionSucceededCB( NS_Action child ) { super.actionSucceededCB( child ); errorCode = ACT_SUCCESS; } function actionFailedCB( NS_Action child, ACT_ErrorCodes anErrorCode ) { super.actionFailedCB( child, anErrorCode ); errorCode = anErrorCode; } //--------------------------------------------------------------------- function cleanup() { super.cleanup(); AI_Controller(resource.pawn().controller).bSkiTo = false; } //===================================================================== // State code state Running { Begin: if ( jetToPointName != '' ) { node = resource.pawn().findStaticByLabel( class'Pathfinding.PlacedNode', jetToPointName ); if ( node == None ) { log( "AI WARNING:" @ name @ "(" @ resource.pawn().name @ ") can't find specified path node" @ destinationName ); fail( ACT_INVALID_PARAMETERS, true ); } jetToPoint = node.Location; } 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 jetting to" @ jetToPoint @ "and the skiing to" @ destination @ "(dist:" @ VDist( destination, resource.pawn().Location ) @ ")" ); AI_Controller(resource.pawn().controller).bSkiTo = true; if ( jetToPoint != vect(0,0,0) ) waitForAction( class'NS_DoLocalMove'.static.startAction( AI_Controller(resource.pawn().controller), self, jetToPoint, false,, skiCompetency, jetCompetency,, energyUsage, terminalVelocity, terminalHeight, terminalDistanceXY, terminalDistanceZ, true, true )); waitForAction( class'NS_DoLocalMove'.static.startAction( AI_Controller(resource.pawn().controller), self, destination, false,, skiCompetency, jetCompetency,, energyUsage, terminalVelocity, terminalHeight, terminalDistanceXY, terminalDistanceZ, false, true )); 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_SkiToGoal' } |
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