Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Core.Object | +-- Core.RefCount | +-- Engine.Tyrion_GoalBase | +-- Tyrion.AI_Goal | +-- Tyrion.AI_CharacterGoal | +-- Tyrion.AI_GuardGoal
Variables Summary | |
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InternalParameters | |
Vector | engagementAreaCenter |
Actor | engagementAreaTarget |
Vector | movementAreaCenter |
Actor | movementAreaTarget |
IWeaponSelectionFunction | weaponSelection |
Parameters | |
Name | engagementAreaCenterName |
float | engagementAreaRadius |
Name | movementAreaCenterName |
float | movementAreaRadius |
class<Weapon> | preferredWeaponClass |
Functions Summary | ||
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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 |
Inherited Functions from Tyrion.AI_CharacterGoal |
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findResource, getResourceClass |
Variables Detail |
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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
Radius of engagement area
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
Radius of movement area (0 is taken to mean infinite/no restrictions)
AI will use this weapon if at all possible
Functions Detail |
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Defaultproperties |
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defaultproperties { engagementAreaRadius = 5000 movementAreaRadius = 4000 bRemoveGoalOfSameType = true bInactive = false bPermanent = false priority = 51 } |
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