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

# Tyrion.AI_SquadPatrolGoal

Extends
  AI_SquadGoal
Modifiers
  editinlinenew

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

Variables Summary
Parameters
bool | bExecuteOnce
Character.GroundMovementLevels | groundMovement
array<Name> | patrolPointNames

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 ))

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

### Parameters

#### bExecuteOnce Source code

var(Parameters) bool bExecuteOnce;

> Go through the patrol nodes just once

#### groundMovement Source code

var(Parameters) Character.GroundMovementLevels groundMovement;

> Desired ground movement speed

#### patrolPointNames Source code

var(Parameters) editinline array<Name> patrolPointNames;

> A list of named pathfinding nodes (PlacedNode's)

Functions Detail

#### construct Source code

overloaded function construct ( AI_Resource r, int pri ) )

Defaultproperties

    defaultproperties
    {
    	bInactive = false
    	bPermanent = false
    	priority = 30

    	groundMovement = GM_Walk
    	bExecuteOnce = false
    }

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

Creation time: st 23.5.2018 00:10:27.615 - Created with UnCodeX