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Tyrion.AI_EnterVehicleGoal

Extends
AI_MovementGoal
Modifiers
editinlinenew

Core.Object
|   
+-- Core.RefCount
   |   
   +-- Engine.Tyrion_GoalBase
      |   
      +-- Tyrion.AI_Goal
         |   
         +-- Tyrion.AI_MovementGoal
            |   
            +-- Tyrion.AI_EnterVehicleGoal

Variables Summary
InternalParameters
PawnvehicleOrTurret
Parameters
floatenergyUsage
NamevehicleOrTurretName
Vehicle.VehiclePositionTypevehiclePosition
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 construct (AI_Resource r, int pri, Pawn _vehicleOrTurret, Vehicle.VehiclePositionType _vehiclePosition, optional float _energyUsage ))
function init (AI_Resource r ))
function setUpDeactivationSentinel ()))
Inherited Functions from Tyrion.AI_MovementGoal
characterResource, 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

vehicleOrTurret Source code

var(InternalParameters) editconst Pawn vehicleOrTurret;

Parameters

energyUsage Source code

var(Parameters) float energyUsage;

vehicleOrTurretName Source code

var(Parameters) editinline Name vehicleOrTurretName;
Name of vehicle or turret to enter

vehiclePosition Source code

var(Parameters) Vehicle.VehiclePositionType vehiclePosition;
Preferred vehicle position to enter; if position is taken AI will enter any free position


Functions Detail

construct Source code

overloaded function construct ( AI_Resource r, int pri, Pawn _vehicleOrTurret, Vehicle.VehiclePositionType _vehiclePosition, optional float _energyUsage ) )

init Source code

function init ( AI_Resource r ) )

setUpDeactivationSentinel Source code

function setUpDeactivationSentinel ( ) )


Defaultproperties

defaultproperties
{
	bInactive = true
	bPermanent = true	
}



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Creation time: st 23.5.2018 00:10:26.782 - Created with UnCodeX