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Core.Object
|
+-- Core.RefCount
|
+-- Engine.Tyrion_GoalBase
|
+-- Tyrion.AI_Goal
|
+-- Tyrion.AI_WeaponGoal
|
+-- Tyrion.AI_FireAtGoal
| Variables Summary | |
|---|---|
| InternalParameters | |
| Pawn | target |
| IWeaponSelectionFunction | weaponSelection |
| Parameters | |
| bool | bFireWithoutLOS |
| bool | bGiveUpIfTargetLost |
| class<Weapon> | preferredWeaponClass |
| Name | targetName |
| Functions Summary | ||
|---|---|---|
![]() | 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 |
| Variables Detail |
|---|
Fire even if you have no LOS on the target
Terminate action if target lost?
AI will use this weapon if at all possible
Label of target (any Pawn)
| Functions Detail |
|---|
construct Source code| Defaultproperties |
|---|
defaultproperties
{
bInactive = false
bPermanent = false
}
|
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