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# Tyrion.AI_SquadGuardGoal

Extends
  AI_SquadGoal
Modifiers
  editinlinenew

    Core.Object
    |
    +-- Core.RefCount
       |
       +-- Engine.Tyrion_GoalBase
          |
          +-- Tyrion.AI_Goal
             |
             +-- Tyrion.AI_SquadGoal
                |
                +-- Tyrion.AI_SquadGuardGoal

Variables Summary
InternalParameters
Vector | engagementAreaCenter
Actor | engagementAreaTarget
Vector | movementAreaCenter
Actor | movementAreaTarget
Parameters
Name | engagementAreaCenterName
float | engagementAreaRadius
Name | movementAreaCenterName
float | movementAreaRadius
bool | removeDefaultGuardGoals

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
|  | construct (AI_Resource r, int pri, Vector _engagementAreaCenter, Actor _engagementAreaTarget, float _engagementAreaRadius, optional Vector _movementAreaCenter, optional Actor _movementAreaTarget, optional float _movementAreaRadius, optional bool _removeDefaultGuardGoals ))

Inherited Functions from Tyrion.AI_SquadGoal
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;

### Parameters

#### engagementAreaCenterName Source code

var(Parameters) Name engagementAreaCenterName;

> Label of the Actorthat defines the center of the area to be guarded - any enemy within this area will be attacked; 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)

#### removeDefaultGuardGoals Source code

var(Parameters) bool removeDefaultGuardGoals;

> Remove squad members' already existing default guard goals?

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 bool _removeDefaultGuardGoals ) )

Defaultproperties

    defaultproperties
    {
    	engagementAreaRadius = 5000
    	movementAreaRadius = 4000

    	bRemoveGoalOfSameType = true

    	bInactive = false
    	bPermanent = false
    	priority = 52
    	removeDefaultGuardGoals = true
    }

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Creation time: st 23.5.2018 00:10:27.582 - Created with UnCodeX