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Tyrion.AI_FireAt

Extends
AI_WeaponAction
Modifiers
editinlinenew

Core.Object
|   
+-- Core.RefCount
   |   
   +-- Engine.Tyrion_ActionBase
      |   
      +-- Tyrion.ActionBase
         |   
         +-- Tyrion.AI_RunnableAction
            |   
            +-- Tyrion.AI_Action
               |   
               +-- Tyrion.AI_WeaponAction
                  |   
                  +-- Tyrion.AI_FireAt

Constants Summary
INACCURACY_INCREASE_WHEN_MOVING=2.0f
MAX_DEVIATION=10
MIN_TIME_BETWEEN_GRENADE_THROWS=4
MIN_TIME_BETWEEN_WEAPON_CHANGE=5

Variables Summary
BaseAICharacterai
VectoraimLocation
RotatoraimRotation
AI_Controllerc
StringdebugString
floateffectiveRange
VectorhitLocation
VectorinaccurateAimLocation
floatlastGrenadeThrow
floatlastWeaponChange
WeaponnewWeapon
Actorobstacle
CharacterobstacleChar
VectorprojectileSpawnLocation
RookrookObstacle
AI_TargetMemorySensortargetMemorySensor
AI_TargetSensortargetSensor
floattimeToHit
Weaponweapon
intyawDiff
InternalParameters
Rooktarget
IWeaponSelectionFunctionweaponSelection
Parameters
boolbFireWithoutLOS
boolbGiveUpIfTargetLost
class<Weapon>preferredWeaponClass
NametargetName
Inherited Variables from Tyrion.AI_Action
achievingGoal, childGoals, heuristicValue, nsChild, resourceUsage, satisfiesGoal, waitingForGoalsN

Functions Summary
functionstring actionDebuggingString ()))
functionbool bTrackTarget ()))
functionWeapon chooseWeapon ()))
function cleanup ()))
functionRotator computeAIspread ()))
function OnSensorMessage (AI_Sensor sensor, AI_SensorData value, Object userData ))
Inherited Functions from Tyrion.AI_WeaponAction
baseAIcharacter, character, characterResource, classConstruct, findResource, getResourceClass, rook, runAction, weaponResource
Inherited Functions from Tyrion.AI_Action
fail, getChildReference, getResource, goalAchievedCB, goalNotAchievedCB, initAction, instantFail, instantSucceed, interruptAction, interruptGoalIf, myAddRef, OnSensorMessage, removeAction, removeChildReference, resourceStolenCB, runAction, selectionHeuristic, setChildReference, succeed, waitForAllGoals, waitForAllGoalsConsidered, waitForAllGoalsInList, waitForAnyGoal, waitForGoal, waitForResourcesAvailable

States Summary
Running Source code
state Running


Constants Detail

INACCURACY_INCREASE_WHEN_MOVING Source code

const INACCURACY_INCREASE_WHEN_MOVING = 2.0f;

MAX_DEVIATION Source code

const MAX_DEVIATION = 10;

MIN_TIME_BETWEEN_GRENADE_THROWS Source code

const MIN_TIME_BETWEEN_GRENADE_THROWS = 4;

MIN_TIME_BETWEEN_WEAPON_CHANGE Source code

const MIN_TIME_BETWEEN_WEAPON_CHANGE = 5;


Variables Detail

ai Source code

var BaseAICharacter ai;

aimLocation Source code

var Vector aimLocation;

aimRotation Source code

var Rotator aimRotation;

c Source code

var AI_Controller c;

debugString Source code

var String debugString;

effectiveRange Source code

var float effectiveRange;

hitLocation Source code

var Vector hitLocation;

inaccurateAimLocation Source code

var Vector inaccurateAimLocation;

lastGrenadeThrow Source code

var float lastGrenadeThrow;

lastWeaponChange Source code

var float lastWeaponChange;

newWeapon Source code

var Weapon newWeapon;

obstacle Source code

var Actor obstacle;

obstacleChar Source code

var Character obstacleChar;

projectileSpawnLocation Source code

var Vector projectileSpawnLocation;

rookObstacle Source code

var Rook rookObstacle;

targetMemorySensor Source code

var AI_TargetMemorySensor targetMemorySensor;

targetSensor Source code

var AI_TargetSensor targetSensor;

timeToHit Source code

var float timeToHit;

weapon Source code

var Weapon weapon;

yawDiff Source code

var int yawDiff;

InternalParameters

target Source code

var(InternalParameters) editconst Rook target;

weaponSelection Source code

var(InternalParameters) editconst IWeaponSelectionFunction weaponSelection;

Parameters

bFireWithoutLOS Source code

var(Parameters) bool bFireWithoutLOS;
Fire even if you have no LOS on the target

bGiveUpIfTargetLost Source code

var(Parameters) bool bGiveUpIfTargetLost;
Terminate action if target lost?

preferredWeaponClass Source code

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

targetName Source code

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


Functions Detail

actionDebuggingString Source code

function string actionDebuggingString ( ) )

bTrackTarget Source code

private final function bool bTrackTarget ( ) )

chooseWeapon Source code

private final function Weapon chooseWeapon ( ) )

cleanup Source code

function cleanup ( ) )

computeAIspread Source code

private final function Rotator computeAIspread ( ) )

OnSensorMessage Source code

function OnSensorMessage ( AI_Sensor sensor, AI_SensorData value, Object userData ) )


Defaultproperties

defaultproperties
{
	satisfiesGoal = class'AI_FireAtGoal'
}

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Creation time: st 23.5.2018 00:10:26.808 - Created with UnCodeX