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# Tyrion.AI_EnterVehicleGoal

Extends
  AI_MovementGoal
Modifiers
  editinlinenew

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

Variables Summary
InternalParameters
Pawn | vehicleOrTurret
Parameters
float | energyUsage
Name | vehicleOrTurretName
Vehicle.VehiclePositionType | vehiclePosition

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 _vehicleOrTurret, Vehicle.VehiclePositionType _vehiclePosition, optional float _energyUsage ))
|  | init (AI_Resource r ))
|  | setUpDeactivationSentinel ()))

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

#### 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

#### construct Source code

overloaded function construct ( AI_Resource r, int pri, Pawn _vehicleOrTurret, Vehicle.VehiclePositionType _vehiclePosition, optional float _energyUsage ) )

#### init Source code

function init ( AI_Resource r ) )

#### setUpDeactivationSentinel Source code

function setUpDeactivationSentinel ( ) )

Defaultproperties

    defaultproperties
    {
    	bInactive = true
    	bPermanent = true
    }

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Creation time: st 23.5.2018 00:10:26.782 - Created with UnCodeX