Tyrion.AI_FollowGoal
- Extends
- AI_MovementGoal
- Modifiers
- editinlinenew
Core.Object
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+-- Core.RefCount
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+-- Engine.Tyrion_GoalBase
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+-- Tyrion.AI_Goal
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+-- Tyrion.AI_MovementGoal
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+-- Tyrion.AI_FollowGoal
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 function](../img_function.gif) | | cleanup ()))
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![function function](../img_function.gif) | | construct (AI_Resource r, int pri, Actor _target, optional float _proximity, optional IFollowFunction _followFunction, optional int _positionIndex, optional float _energyUsage, optional float _terminalVelocity, optional float _terminalHeight, optional Character.GroundMovementLevels _preferredGroundMovement ))
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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 |
InternalParameters
var(InternalParameters) editconst int positionIndex;
var(InternalParameters) editconst
Actor target;
Parameters
var(Parameters) float energyUsage;
preferredGroundMovement Source code
var(Parameters)
Character.GroundMovementLevels preferredGroundMovement;
var(Parameters) editinline float proximity;
var(Parameters) editinline Name targetName;
var(Parameters) float terminalHeight;
var(Parameters) float terminalVelocity;
function cleanup ( ) )
overloaded
function construct (
AI_Resource r,
int pri,
Actor _target, optional
float _proximity,
optional
IFollowFunction _followFunction, optional
int _positionIndex,
optional
float _energyUsage, optional
float _terminalVelocity, optional
float _terminalHeight,
optional
Character.GroundMovementLevels
_preferredGroundMovement ) )
defaultproperties
{
proximity = 500
bInactive = false
bPermanent = false
}
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Creation time: st 23.5.2018 00:10:26.832 - Created with
UnCodeX