Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation
previous class next class | frames no frames

# Tyrion.AI_EnterVehicle

Extends
  AI_MovementAction
Modifiers
  implements IBooleanActionCondition editinlinenew

    Core.Object
    |
    +-- Core.RefCount
       |
       +-- Engine.Tyrion_ActionBase
          |
          +-- Tyrion.ActionBase
             |
             +-- Tyrion.AI_RunnableAction
                |
                +-- Tyrion.AI_Action
                   |
                   +-- Tyrion.AI_MovementAction
                      |
                      +-- Tyrion.AI_EnterVehicle

Variables Summary
float | desiredProximity
ACT_ErrorCodes | errorCode
int | positionIndex
array<Vehicle.VehiclePositionType> | secondaryPositions
Turret | turret
Vehicle | vehicle
AI_EnterVehicle
float | proximity
InternalParameters
Pawn | vehicleOrTurret
Parameters
float | energyUsage
Name | vehicleOrTurretName
Vehicle.VehiclePositionType | vehiclePosition

Inherited Variables from Tyrion.AI_Action
achievingGoal, childGoals, heuristicValue, nsChild, resourceUsage, satisfiesGoal, waitingForGoalsN

Functions Summary
|  | actionFailedCB (NS_Action child, ACT_ErrorCodes anErrorCode ))
|  | actionSucceededCB (NS_Action child ))
| bool | actionTest (ActionBase parent, NS_Action child ))
|  | cleanup ()))

Inherited Functions from Tyrion.AI_MovementAction
baseAIcharacter, character, characterResource, classConstruct, findResource, getResourceClass, movementResource, rook, runAction

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

#### desiredProximity Source code

var float desiredProximity;

#### errorCode Source code

var ACT_ErrorCodes errorCode;

#### positionIndex Source code

var int positionIndex;

#### secondaryPositions Source code

var array<Vehicle.VehiclePositionType> secondaryPositions;

#### turret Source code

var Turret turret;

#### vehicle Source code

var Vehicle vehicle;

### AI_EnterVehicle

#### proximity Source code

var(AI_EnterVehicle) float proximity;

> Added to the collisionRadius of the vehicle to determine at what distance the AI will enter

### InternalParameters

#### vehicleOrTurret Source code

var(InternalParameters) editconst Pawn vehicleOrTurret;

### Parameters

#### energyUsage Source code

var(Parameters) float energyUsage;

#### vehicleOrTurretName Source code

var(Parameters) editinline Name vehicleOrTurretName;

> Name of vehicle or turret to enter

#### vehiclePosition Source code

var(Parameters) Vehicle.VehiclePositionType vehiclePosition;

> Preferred vehicle position to enter; if position is taken AI will enter any free position

Functions Detail

#### actionFailedCB Source code

function actionFailedCB ( NS_Action child, ACT_ErrorCodes anErrorCode ) )

#### actionSucceededCB Source code

function actionSucceededCB ( NS_Action child ) )

#### actionTest Source code

static function bool actionTest ( ActionBase parent, NS_Action child ) )

#### cleanup Source code

function cleanup ( ) )

Defaultproperties

    defaultproperties
    {
    	satisfiesGoal = class'AI_EnterVehicleGoal'

    	proximity = 200
    }

Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation
previous class next class | frames no frames

Creation time: st 23.5.2018 00:10:26.774 - Created with UnCodeX