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Tyrion.AI_GuardAttackGoal

Extends
AI_CharacterGoal

Core.Object
|   
+-- Core.RefCount
   |   
   +-- Engine.Tyrion_GoalBase
      |   
      +-- Tyrion.AI_Goal
         |   
         +-- Tyrion.AI_CharacterGoal
            |   
            +-- Tyrion.AI_GuardAttackGoal

Variables Summary
InternalParameters
VectorengagementAreaCenter
floatengagementAreaRadius
ActorengagementAreaTarget
IFollowFunctionfollowFunction
VectormovementAreaCenter
floatmovementAreaRadius
ActormovementAreaTarget
class<Weapon>preferredWeaponClass
IWeaponSelectionFunctionweaponSelection
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 cleanup ()))
function construct (AI_Resource r, int pri, Vector _engagementAreaCenter, Actor _engagementAreaTarget, float _engagementAreaRadius, optional Vector _movementAreaCenter, optional Actor _movementAreaTarget, optional float _movementAreaRadius, optional IWeaponSelectionFunction _weaponSelection, optional class<Weapon> _preferredWeaponClass, optional IFollowFunction _followFunction ))
function init (AI_Resource r ))
eventint priorityFn ()))
function setUpDeactivationSentinel ()))
Inherited Functions from Tyrion.AI_CharacterGoal
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

engagementAreaCenter Source code

var(InternalParameters) editconst Vector engagementAreaCenter;

engagementAreaRadius Source code

var(InternalParameters) float engagementAreaRadius;
Radius of engagement area

engagementAreaTarget Source code

var(InternalParameters) editconst Actor engagementAreaTarget;

followFunction Source code

var(InternalParameters) editconst IFollowFunction followFunction;

movementAreaCenter Source code

var(InternalParameters) editconst Vector movementAreaCenter;

movementAreaRadius Source code

var(InternalParameters) float movementAreaRadius;
Radius of movement area

movementAreaTarget Source code

var(InternalParameters) editconst Actor movementAreaTarget;

preferredWeaponClass Source code

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

weaponSelection Source code

var(InternalParameters) editconst IWeaponSelectionFunction weaponSelection;


Functions Detail

cleanup Source code

function cleanup ( ) )

construct Source code

overloaded function construct ( AI_Resource r, int pri, Vector _engagementAreaCenter, Actor _engagementAreaTarget, float _engagementAreaRadius, optional Vector _movementAreaCenter, optional Actor _movementAreaTarget, optional float _movementAreaRadius, optional IWeaponSelectionFunction _weaponSelection, optional class<Weapon> _preferredWeaponClass, optional IFollowFunction _followFunction ) )

init Source code

function init ( AI_Resource r ) )

priorityFn Source code

event int priorityFn ( ) )

setUpDeactivationSentinel Source code

function setUpDeactivationSentinel ( ) )


Defaultproperties

defaultproperties
{
	engagementAreaRadius = 5000
	movementAreaRadius = 4000


	bInactive = true
	bPermanent = true
	priority = 40
}



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Creation time: st 23.5.2018 00:10:26.960 - Created with UnCodeX