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# Tyrion.AI_GuardAttackGoal

Extends
  AI_CharacterGoal

    Core.Object
    |
    +-- Core.RefCount
       |
       +-- Engine.Tyrion_GoalBase
          |
          +-- Tyrion.AI_Goal
             |
             +-- Tyrion.AI_CharacterGoal
                |
                +-- Tyrion.AI_GuardAttackGoal

Variables Summary
InternalParameters
Vector | engagementAreaCenter
float | engagementAreaRadius
Actor | engagementAreaTarget
IFollowFunction | followFunction
Vector | movementAreaCenter
float | movementAreaRadius
Actor | movementAreaTarget
class<Weapon> | preferredWeaponClass
IWeaponSelectionFunction | weaponSelection

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, Vector _engagementAreaCenter, Actor _engagementAreaTarget, float _engagementAreaRadius, optional Vector _movementAreaCenter, optional Actor _movementAreaTarget, optional float _movementAreaRadius, optional IWeaponSelectionFunction _weaponSelection, optional class<Weapon> _preferredWeaponClass, optional IFollowFunction _followFunction ))
|  | init (AI_Resource r ))
| int | priorityFn ()))
|  | setUpDeactivationSentinel ()))

Inherited Functions from Tyrion.AI_CharacterGoal
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

#### engagementAreaCenter Source code

var(InternalParameters) editconst Vector engagementAreaCenter;

#### engagementAreaRadius Source code

var(InternalParameters) float engagementAreaRadius;

> Radius of engagement area

#### engagementAreaTarget Source code

var(InternalParameters) editconst Actor engagementAreaTarget;

#### followFunction Source code

var(InternalParameters) editconst IFollowFunction followFunction;

#### movementAreaCenter Source code

var(InternalParameters) editconst Vector movementAreaCenter;

#### movementAreaRadius Source code

var(InternalParameters) float movementAreaRadius;

> Radius of movement area

#### movementAreaTarget Source code

var(InternalParameters) editconst Actor movementAreaTarget;

#### preferredWeaponClass Source code

var(InternalParameters) class<Weapon> preferredWeaponClass;

> AI will use this weapon if at all possible

#### weaponSelection Source code

var(InternalParameters) editconst IWeaponSelectionFunction weaponSelection;

Functions Detail

#### cleanup Source code

function cleanup ( ) )

#### construct Source code

overloaded function construct ( AI_Resource r, int pri, Vector _engagementAreaCenter, Actor _engagementAreaTarget, float _engagementAreaRadius, optional Vector _movementAreaCenter, optional Actor _movementAreaTarget, optional float _movementAreaRadius, optional IWeaponSelectionFunction _weaponSelection, optional class<Weapon> _preferredWeaponClass, optional IFollowFunction _followFunction ) )

#### init Source code

function init ( AI_Resource r ) )

#### priorityFn Source code

event int priorityFn ( ) )

#### setUpDeactivationSentinel Source code

function setUpDeactivationSentinel ( ) )

Defaultproperties

    defaultproperties
    {
    	engagementAreaRadius = 5000
    	movementAreaRadius = 4000

    	bInactive = true
    	bPermanent = true
    	priority = 40
    }

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Creation time: st 23.5.2018 00:10:26.960 - Created with UnCodeX