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//===================================================================== // AI_VehiclePursueGoal //===================================================================== class AI_VehiclePursueGoal extends AI_DriverGoal; //===================================================================== // Variables var(Parameters) editinline Name targetName "A pawn to follow"; var(Parameters) editinline float proximity "How close to get while following"; var(Parameters) float terminalVelocity; var(Parameters) float terminalHeight "How high to end up over the target - 0 means 'DONT_CARE'"; var(Parameters) float desiredSpeed "Preferred travel speed"; 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 aTerminalVelocity, optional float aTerminalHeight, optional float aDesiredSpeed ) { priority = pri; target = aTarget; if ( aProximity == 0.0f ) proximity = default.proximity; else proximity = aProximity; followFunction = aFollowFunction; positionIndex = aPositionIndex; terminalVelocity = aTerminalVelocity; terminalHeight = aTerminalHeight; desiredSpeed = aDesiredSpeed; super.construct( r ); } //--------------------------------------------------------------------- // Called when a goal is removed function cleanup() { super.cleanup(); followFunction = None; } //===================================================================== defaultproperties { proximity = 1000 bInactive = false bPermanent = false } |
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