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# Tyrion.AI_FollowGoal

Extends
  AI_MovementGoal
Modifiers
  editinlinenew

    Core.Object
    |
    +-- Core.RefCount
       |
       +-- Engine.Tyrion_GoalBase
          |
          +-- Tyrion.AI_Goal
             |
             +-- Tyrion.AI_MovementGoal
                |
                +-- Tyrion.AI_FollowGoal

Variables Summary
InternalParameters
IFollowFunction | followFunction
int | positionIndex
Actor | target
Parameters
float | energyUsage
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
|  | cleanup ()))
|  | construct (AI_Resource r, int pri, Actor _target, optional float _proximity, optional IFollowFunction _followFunction, optional int _positionIndex, optional float _energyUsage, optional float _terminalVelocity, optional float _terminalHeight, optional Character.GroundMovementLevels _preferredGroundMovement ))

Inherited Functions from Tyrion.AI_MovementGoal
characterResource, 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

#### followFunction Source code

var(InternalParameters) editconst IFollowFunction followFunction;

#### positionIndex Source code

var(InternalParameters) editconst int positionIndex;

#### target Source code

var(InternalParameters) editconst Actor target;

### Parameters

#### energyUsage Source code

var(Parameters) float energyUsage;

#### preferredGroundMovement Source code

var(Parameters) Character.GroundMovementLevels preferredGroundMovement;

#### proximity Source code

var(Parameters) editinline float proximity;

> How close to get while following

#### targetName Source code

var(Parameters) editinline Name targetName;

> An actor to follow

#### terminalHeight Source code

var(Parameters) float terminalHeight;

#### terminalVelocity Source code

var(Parameters) float terminalVelocity;

Functions Detail

#### cleanup Source code

function cleanup ( ) )

#### construct Source code

overloaded function construct ( AI_Resource r, int pri, Actor _target, optional float _proximity, optional IFollowFunction _followFunction, optional int _positionIndex, optional float _energyUsage, optional float _terminalVelocity, optional float _terminalHeight, optional Character.GroundMovementLevels _preferredGroundMovement ) )

Defaultproperties

    defaultproperties
    {
    	proximity = 500
    	bInactive = false
    	bPermanent = false
    }

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Creation time: st 23.5.2018 00:10:26.832 - Created with UnCodeX