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# Tyrion.AI_SquadFollowGoal

Extends
  AI_SquadGoal
Modifiers
  editinlinenew

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

Variables Summary
InternalParameters
Pawn | target
Parameters
float | energyUsage
float | formationDiameter
Character.GroundMovementLevels | preferredGroundMovement
float | proximity
Name | targetName
float | terminalHeight
float | terminalVelocity

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, Pawn target, optional float proximity, optional float formationDiameter, optional float energyUsage, optional float terminalVelocity, optional float terminalHeight, optional Character.GroundMovementLevels preferredGroundMovement ))

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

#### target Source code

var(InternalParameters) editconst Pawn target;

### Parameters

#### energyUsage Source code

var(Parameters) float energyUsage;

#### formationDiameter Source code

var(Parameters) float formationDiameter;

> What's the approximate diameter of the formation?

#### preferredGroundMovement Source code

var(Parameters) Character.GroundMovementLevels preferredGroundMovement;

#### proximity Source code

var(Parameters) float proximity;

> How close to get to one's desired position while following

#### targetName Source code

var(Parameters) editinline Name targetName;

> A pawn to follow

#### terminalHeight Source code

var(Parameters) float terminalHeight;

#### terminalVelocity Source code

var(Parameters) float terminalVelocity;

Functions Detail

#### construct Source code

overloaded function construct ( AI_Resource r, int pri, Pawn target, optional float proximity, optional float formationDiameter, optional float energyUsage, optional float terminalVelocity, optional float terminalHeight, optional Character.GroundMovementLevels preferredGroundMovement ) )

Defaultproperties

    defaultproperties
    {
    	bInactive = false
    	bPermanent = false

    	proximity = 800
    	formationDiameter = 600
    }

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Creation time: st 23.5.2018 00:10:27.559 - Created with UnCodeX