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Tyrion.AI_GunnerFireAtGoal

Extends
AI_GunnerGoal
Modifiers
editinlinenew

Core.Object
|   
+-- Core.RefCount
   |   
   +-- Engine.Tyrion_GoalBase
      |   
      +-- Tyrion.AI_Goal
         |   
         +-- Tyrion.AI_GunnerGoal
            |   
            +-- Tyrion.AI_GunnerFireAtGoal

Variables Summary
InternalParameters
Pawntarget
Parameters
boolbFireWithoutLOS
boolbGiveUpIfTargetLost
NametargetName
Inherited Variables from Tyrion.AI_GunnerGoal
position
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, Pawn _target, Vehicle.VehiclePositionType _position, optional bool _bGiveUpIfTargetLost, optional bool _bFireWithoutLOS ))
function init (AI_Resource r ))
Inherited Functions from Tyrion.AI_GunnerGoal
findResource, getResourceClass, vehicleResource
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

target Source code

var(InternalParameters) editconst Pawn target;

Parameters

bFireWithoutLOS Source code

var(Parameters) bool bFireWithoutLOS;
Fire even if you have no LOS on the target

bGiveUpIfTargetLost Source code

var(Parameters) bool bGiveUpIfTargetLost;
Terminate action if target lost?

targetName Source code

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


Functions Detail

construct Source code

overloaded function construct ( AI_Resource r, int pri, Pawn _target, Vehicle.VehiclePositionType _position, optional bool _bGiveUpIfTargetLost, optional bool _bFireWithoutLOS ) )

init Source code

function init ( AI_Resource r ) )


Defaultproperties

defaultproperties
{
	bInactive = false
	bPermanent = false
}



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Creation time: st 23.5.2018 00:10:27.017 - Created with UnCodeX