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//===================================================================== // AI_SquadFollowGoal //===================================================================== class AI_SquadFollowGoal extends AI_SquadGoal editinlinenew; //===================================================================== // Variables var(Parameters) editinline Name targetName "A pawn to follow"; var(Parameters) float proximity "How close to get to one's desired position while following"; var(Parameters) float formationDiameter "What's the approximate diameter of the formation?"; var(Parameters) float energyUsage; var(Parameters) float terminalVelocity; var(Parameters) float terminalHeight; var(Parameters) Character.GroundMovementLevels preferredGroundMovement; var(InternalParameters) editconst Pawn target; //===================================================================== // Functions overloaded function construct( AI_Resource r, int pri, Pawn target, optional float proximity, optional float formationDiameter, optional float energyUsage, optional float terminalVelocity, optional float terminalHeight, optional Character.GroundMovementLevels preferredGroundMovement ) { self.priority = pri; self.target = target; if ( proximity == 0.0f ) self.proximity = self.default.proximity; else self.proximity = proximity; if ( formationDiameter == 0.0f ) self.formationDiameter = self.default.formationDiameter; else self.formationDiameter = formationDiameter; self.energyUsage = energyUsage; self.terminalVelocity = terminalVelocity; self.terminalHeight = terminalHeight; self.preferredGroundMovement = preferredGroundMovement; super.construct( r ); } //===================================================================== defaultproperties { bInactive = false bPermanent = false proximity = 800 formationDiameter = 600 } |
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