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Tyrion.AI_Grapple

Extends
AI_CharacterAction
Modifiers
implements IWeaponSelectionFunction editinlinenew

Core.Object
|   
+-- Core.RefCount
   |   
   +-- Engine.Tyrion_ActionBase
      |   
      +-- Tyrion.ActionBase
         |   
         +-- Tyrion.AI_RunnableAction
            |   
            +-- Tyrion.AI_Action
               |   
               +-- Tyrion.AI_CharacterAction
                  |   
                  +-- Tyrion.AI_Grapple

Constants Summary
REEL_IN_DIST=750.0f

Variables Summary
BaseAICharacterai
VectoraimLocation
ACT_ErrorcodeserrorCode
AI_Grapple
floatidealBlasterRange
InternalParameters
IFollowFunctionfollowFunction
Pawntarget
IWeaponSelectionFunctionweaponSelection
Parameters
class<Weapon>preferredWeaponClass
intrank
NametargetName
Inherited Variables from Tyrion.AI_CharacterAction
DummyHeadGoal, DummyMovementGoal, DummyWeaponGoal, headResourceStorage, movementResourceStorage, pawn, weaponResourceStorage
Inherited Variables from Tyrion.AI_Action
achievingGoal, childGoals, heuristicValue, nsChild, resourceUsage, satisfiesGoal, waitingForGoalsN

Functions Summary
functionWeapon bestWeapon (Character ai, Pawn target, class preferredWeaponClass ))
functionbool bShouldFire (BaseAICharacter ai, Weapon weapon ))
function cleanup ()))
functionfloat firingRange (class weaponClass ))
Inherited Functions from Tyrion.AI_CharacterAction
baseAIcharacter, character, characterResource, classConstruct, cleanup, clearDummyGoals, clearDummyHeadGoal, clearDummyMovementGoal, clearDummyWeaponGoal, findResource, getResourceClass, headResource, initAction, movementResource, rook, useResources, 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

REEL_IN_DIST Source code

const REEL_IN_DIST = 750.0f;


Variables Detail

ai Source code

var BaseAICharacter ai;

aimLocation Source code

var Vector aimLocation;

errorCode Source code

var ACT_Errorcodes errorCode;

AI_Grapple

idealBlasterRange Source code

var(AI_Grapple) float idealBlasterRange;
Preferred distance at which to use the blaster

InternalParameters

followFunction Source code

var(InternalParameters) editconst IFollowFunction followFunction;

target Source code

var(InternalParameters) editconst Pawn target;

weaponSelection Source code

var(InternalParameters) editconst IWeaponSelectionFunction weaponSelection;

Parameters

preferredWeaponClass Source code

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

rank Source code

var(Parameters) int rank;
Rank of the grappler (1 or 2)

targetName Source code

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


Functions Detail

bestWeapon Source code

function Weapon bestWeapon ( Character ai, Pawn target, class<Weapon> preferredWeaponClass ) )

bShouldFire Source code

function bool bShouldFire ( BaseAICharacter ai, Weapon weapon ) )

cleanup Source code

function cleanup ( ) )

firingRange Source code

function float firingRange ( class<Weapon> weaponClass ) )


Defaultproperties

defaultproperties
{
	satisfiesGoal = class'AI_AttackGoal'


	idealBlasterRange = 1500
}

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Creation time: st 23.5.2018 00:10:26.916 - Created with UnCodeX