Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Tyrion.AI_DirectAttackGoal

Extends
AI_CharacterGoal
Modifiers
editinlinenew

Core.Object
|   
+-- Core.RefCount
   |   
   +-- Engine.Tyrion_GoalBase
      |   
      +-- Tyrion.AI_Goal
         |   
         +-- Tyrion.AI_CharacterGoal
            |   
            +-- Tyrion.AI_DirectAttackGoal

Direct Known Subclasses:

AI_AttackGoal

Variables Summary
InternalParameters
IFollowFunctionfollowFunction
Pawntarget
IWeaponSelectionFunctionweaponSelection
Parameters
class<Weapon>preferredWeaponClass
intrank
NametargetName
Inherited Variables from Tyrion.AI_Goal
achievingAction, activationSentinel, bDeleted, bGoalAchieved, bGoalConsidered, bGoalFailed, bInactive, bPermanent, bRemoveGoalOfSameType, bTerminateIfStolen, bTryOnlyOnce, bWakeUpPoster, deactivationSentinel, goalName, ignoreCounter, matchedN, notificationRecipients, parentAction, Priority, resource

Functions Summary
function cleanup ()))
function construct (AI_Resource r, int pri, Pawn _target, optional IWeaponSelectionFunction _weaponSelection, optional class<Weapon> _preferredWeaponClass, optional IFollowFunction _followFunction ))
function init (AI_Resource r ))
Inherited Functions from Tyrion.AI_CharacterGoal
findResource, getResourceClass
Inherited Functions from Tyrion.AI_Goal
activate, addNotificationRecipient, beingAchieved, changePriority, cleanup, construct, deactivate, findGoalByName, findGoalInCharacterByName, findGoalInSquadByName, findGoalInTurretByName, findGoalInVehicleByName, getResource, handleGoalFailure, handleGoalSuccess, hasCompleted, init, markGoalAsAchieved, markGoalAsFailed, myAddRef, notifyCompletion, onSensorMessage, postGoal, priorityFn, setUpDeactivationSentinel, unPostGoal, wasAchieved, wasConsidered, wasNotAchieved


Variables Detail

InternalParameters

followFunction Source code

var(InternalParameters) editconst IFollowFunction followFunction;

target Source code

var(InternalParameters) editconst Pawn target;

weaponSelection Source code

var(InternalParameters) editconst IWeaponSelectionFunction weaponSelection;

Parameters

preferredWeaponClass Source code

var(Parameters) class<Weapon> preferredWeaponClass;
AI will use this weapon if at all possible

rank Source code

var(Parameters) editconst int rank;
Rank of the AI; set by the ability in the class DB

targetName Source code

var(Parameters) editinline Name targetName;
Label of target (any Pawn)


Functions Detail

cleanup Source code

function cleanup ( ) )

construct Source code

overloaded function construct ( AI_Resource r, int pri, Pawn _target, optional IWeaponSelectionFunction _weaponSelection, optional class<Weapon> _preferredWeaponClass, optional IFollowFunction _followFunction ) )

init Source code

function init ( AI_Resource r ) )


Defaultproperties

defaultproperties
{
	bInactive = true
	bPermanent = false
}



Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: st 23.5.2018 00:10:26.661 - Created with UnCodeX