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//===================================================================== // AI_SquadPatrolGoal //===================================================================== class AI_SquadPatrolGoal extends AI_SquadGoal editinlinenew; //===================================================================== // Variables var(Parameters) editinline array<Name> patrolPointNames "A list of named pathfinding nodes (PlacedNode's)"; var(Parameters) Character.GroundMovementLevels groundMovement "Desired ground movement speed"; var(Parameters) bool bExecuteOnce "Go through the patrol nodes just once"; //===================================================================== // Functions // (constructor not complete) overloaded function construct( AI_Resource r, int pri ) { super.construct( r ); priority = pri; } //===================================================================== defaultproperties { bInactive = false bPermanent = false priority = 30 groundMovement = GM_Walk bExecuteOnce = false } |
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