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Tyrion.AI_GuardGoal

Extends
AI_CharacterGoal
Modifiers
editinlinenew

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

Variables Summary
InternalParameters
VectorengagementAreaCenter
ActorengagementAreaTarget
VectormovementAreaCenter
ActormovementAreaTarget
IWeaponSelectionFunctionweaponSelection
Parameters
NameengagementAreaCenterName
floatengagementAreaRadius
NamemovementAreaCenterName
floatmovementAreaRadius
class<Weapon>preferredWeaponClass
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, Vector _EngagementAreaCenter, Actor _engagementAreaTarget, float _engagementAreaRadius, optional Vector _movementAreaCenter, optional Actor _movementAreaTarget, optional float _movementAreaRadius, optional IWeaponSelectionFunction _weaponSelection, optional class _preferredWeaponClass ))
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;

engagementAreaTarget Source code

var(InternalParameters) editconst Actor engagementAreaTarget;

movementAreaCenter Source code

var(InternalParameters) editconst Vector movementAreaCenter;

movementAreaTarget Source code

var(InternalParameters) editconst Actor movementAreaTarget;

weaponSelection Source code

var(InternalParameters) editconst IWeaponSelectionFunction weaponSelection;

Parameters

engagementAreaCenterName Source code

var(Parameters) Name engagementAreaCenterName;
Label of the Actor that defines the center of the area to be guarded - any enemy within this area will be attacked; On Protectors this denotes the thing to be protected; an empty label is taken to mean the AI itself

engagementAreaRadius Source code

var(Parameters) float engagementAreaRadius;
Radius of engagement area

movementAreaCenterName Source code

var(Parameters) Name movementAreaCenterName;
Label of the Actor that defines the center of the area the AI can move around in to defend; an empty label is taken to mean the AI's spawn location

movementAreaRadius Source code

var(Parameters) float movementAreaRadius;
Radius of movement area (0 is taken to mean infinite/no restrictions)

preferredWeaponClass Source code

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


Functions Detail

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 ) )


Defaultproperties

defaultproperties
{
	engagementAreaRadius = 5000
	movementAreaRadius = 4000


	bRemoveGoalOfSameType = true


	bInactive = false
	bPermanent = false
	priority = 51
}



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Creation time: st 23.5.2018 00:10:26.968 - Created with UnCodeX