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Tyrion.AI_FireAtGoal

Extends
AI_WeaponGoal
Modifiers
editinlinenew

Core.Object
|   
+-- Core.RefCount
   |   
   +-- Engine.Tyrion_GoalBase
      |   
      +-- Tyrion.AI_Goal
         |   
         +-- Tyrion.AI_WeaponGoal
            |   
            +-- Tyrion.AI_FireAtGoal

Variables Summary
InternalParameters
Pawntarget
IWeaponSelectionFunctionweaponSelection
Parameters
boolbFireWithoutLOS
boolbGiveUpIfTargetLost
class<Weapon>preferredWeaponClass
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 construct (AI_Resource r, int pri, Pawn _target, optional IWeaponSelectionFunction _weaponSelection, optional class<Weapon> _preferredWeaponClass, optional bool _bGiveUpIfTargetLost, optional bool _bFireWithoutLOS ))
Inherited Functions from Tyrion.AI_WeaponGoal
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

target Source code

var(InternalParameters) editconst Pawn 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

construct Source code

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


Defaultproperties

defaultproperties
{
	bInactive = false
	bPermanent = false
}



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Creation time: st 23.5.2018 00:10:26.816 - Created with UnCodeX