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Tyrion.AI_SniperAttack

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_SniperAttack

Variables Summary
AI_SniperAttack
floatidealSniperRange
floatminSnipingEnergy
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 ))
functionfloat selectionHeuristic (AI_Goal goal ))
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


Variables Detail

AI_SniperAttack

idealSniperRange Source code

var(AI_SniperAttack) float idealSniperRange;
preferred distance for using the sniper rifle

minSnipingEnergy Source code

var(AI_SniperAttack) float minSnipingEnergy;
Minimum percentage of energy you need to fire sniperRifle

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 sniper (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 ) )

selectionHeuristic Source code

static function float selectionHeuristic ( AI_Goal goal ) )


Defaultproperties

defaultproperties
{
	satisfiesGoal = class'AI_AttackGoal'


	idealSniperRange		= 3000
	minSnipingEnergy		= 50
}

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Creation time: st 23.5.2018 00:10:27.511 - Created with UnCodeX