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# Tyrion.AI_VehiclePatrol

Extends
  AI_DriverAction
Modifiers
  editinlinenew

    Core.Object
    |
    +-- Core.RefCount
       |
       +-- Engine.Tyrion_ActionBase
          |
          +-- Tyrion.ActionBase
             |
             +-- Tyrion.AI_RunnableAction
                |
                +-- Tyrion.AI_Action
                   |
                   +-- Tyrion.AI_DriverAction
                      |
                      +-- Tyrion.AI_VehiclePatrol

Variables Summary
Rook | attackTarget
float | closestDistSquared
int | closestIndex
float | distSquared
ACT_ErrorCodes | errorCode
Actor | node
int | patrolIndex
array<Vector> | patrolPoints
Parameters
Name | attackTargetName
bool | bExecuteOnce
float | desiredSpeed
array<Name> | patrolPointNames
bool | skipIntermediateNodes

Inherited Variables from Tyrion.AI_Action
achievingGoal, childGoals, heuristicValue, nsChild, resourceUsage, satisfiesGoal, waitingForGoalsN

Functions Summary
|  | actionFailedCB (NS_Action child, ACT_ErrorCodes anErrorCode ))
|  | actionSucceededCB (NS_Action child ))
|  | cleanup ()))

Inherited Functions from Tyrion.AI_DriverAction
classConstruct, findResource, getResourceClass, rook, runAction, vehicle, vehicleResource

Inherited Functions from Tyrion.AI_Action
fail, getChildReference, getResource, goalAchievedCB, goalNotAchievedCB, initAction, instantFail, instantSucceed, interruptAction, interruptGoalIf, myAddRef, OnSensorMessage, removeAction, removeChildReference, resourceStolenCB, runAction, selectionHeuristic, setChildReference, succeed, waitForAllGoals, waitForAllGoalsConsidered, waitForAllGoalsInList, waitForAnyGoal, waitForGoal, waitForResourcesAvailable

States Summary

Running Source code
state Running

Variables Detail

#### attackTarget Source code

var Rook attackTarget;

#### closestDistSquared Source code

var float closestDistSquared;

#### closestIndex Source code

var int closestIndex;

#### distSquared Source code

var float distSquared;

#### errorCode Source code

var ACT_ErrorCodes errorCode;

#### node Source code

var Actor node;

#### patrolIndex Source code

var int patrolIndex;

#### patrolPoints Source code

var array<Vector> patrolPoints;

### 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)

#### bExecuteOnce Source code

var(Parameters) bool bExecuteOnce;

> Go through the patrol nodes just once

#### desiredSpeed Source code

var(Parameters) editinline float desiredSpeed;

#### patrolPointNames Source code

var(Parameters) editconst array<Name> patrolPointNames;

#### skipIntermediateNodes Source code

var(Parameters) bool skipIntermediateNodes;

Functions Detail

#### actionFailedCB Source code

function actionFailedCB ( NS_Action child, ACT_ErrorCodes anErrorCode ) )

#### actionSucceededCB Source code

function actionSucceededCB ( NS_Action child ) )

#### cleanup Source code

function cleanup ( ) )

Defaultproperties

    defaultproperties
    {
    	satisfiesGoal = class'AI_VehiclePatrolGoal'

    	closestDistSquared = 99999999999999.9f
    }

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Creation time: st 23.5.2018 00:10:27.938 - Created with UnCodeX