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

# Tyrion.AI_VehicleMoveToGoal

Extends
  AI_DriverGoal
Modifiers
  editinlinenew

    Core.Object
    |
    +-- Core.RefCount
       |
       +-- Engine.Tyrion_GoalBase
          |
          +-- Tyrion.AI_Goal
             |
             +-- Tyrion.AI_DriverGoal
                |
                +-- Tyrion.AI_VehicleMoveToGoal

Variables Summary
InternalParameters
Rook | attackTarget
Vector | destination
Parameters
Name | attackTargetName
float | desiredSpeed
Name | destinationName
bool | skipIntermediateNodes

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 _destination, float _desiredSpeed, bool _skipIntermediateNodes, optional Rook _attackTarget ))

Inherited Functions from Tyrion.AI_DriverGoal
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

#### attackTarget Source code

var(InternalParameters) editconst Rook attackTarget;

#### destination Source code

var(InternalParameters) editconst Vector destination;

### Parameters

#### attackTargetName Source code

var(Parameters) editinline Name attackTargetName;

> keep oriented towards this rook to be able to shoot at it (currently only used by the Pod)

#### desiredSpeed Source code

var(Parameters) editinline float desiredSpeed;

#### destinationName Source code

var(Parameters) editinline Name destinationName;

> A path node label

#### skipIntermediateNodes Source code

var(Parameters) bool skipIntermediateNodes;

Functions Detail

#### construct Source code

overloaded function construct ( AI_Resource r, int pri, Vector _destination, float _desiredSpeed, bool _skipIntermediateNodes, optional Rook _attackTarget ) )

Defaultproperties

    defaultproperties
    {
    	bInactive = false
    	bPermanent = false
    	desiredSpeed = 1500
    	skipIntermediateNodes = true
    }

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

Creation time: st 23.5.2018 00:10:27.930 - Created with UnCodeX