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# Tyrion.AI_SquadGuard

Extends
  AI_SquadAction
Modifiers
  editinlinenew

    Core.Object
    |
    +-- Core.RefCount
       |
       +-- Engine.Tyrion_ActionBase
          |
          +-- Tyrion.ActionBase
             |
             +-- Tyrion.AI_RunnableAction
                |
                +-- Tyrion.AI_Action
                   |
                   +-- Tyrion.AI_SquadAction
                      |
                      +-- Tyrion.AI_SquadGuard

Constants Summary
MAX_SQUAD_SIZE | = | 9

Variables Summary
Actor | a
AI_Goal | goal
AI_Goal | guardGoals[MAX_SQUAD_SIZE]
int | i
Pawn | pawn
InternalParameters
Vector | engagementAreaCenter
Actor | engagementAreaTarget
Vector | movementAreaCenter
Actor | movementAreaTarget
Parameters
Name | engagementAreaCenterName
float | engagementAreaRadius
Name | movementAreaCenterName
float | movementAreaRadius
bool | removeDefaultGuardGoals

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

Functions Summary
|  | cleanup ()))
|  | pawnDied (Pawn member ))

Inherited Functions from Tyrion.AI_SquadAction
classConstruct, findResource, getResourceClass, squad, squadResource

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

Constants Detail

#### MAX_SQUAD_SIZE Source code

const MAX_SQUAD_SIZE = 9;

Variables Detail

#### a Source code

var Actor a;

#### goal Source code

var AI_Goal goal;

#### guardGoals[MAX_SQUAD_SIZE] Source code

var AI_Goal guardGoals[MAX_SQUAD_SIZE];

#### i Source code

var int i;

#### pawn Source code

var Pawn pawn;

### InternalParameters

#### engagementAreaCenter Source code

var(InternalParameters) editconst Vector engagementAreaCenter;

#### engagementAreaTarget Source code

var(InternalParameters) editconst Actor engagementAreaTarget;

#### movementAreaCenter Source code

var(InternalParameters) editconst Vector movementAreaCenter;

#### movementAreaTarget Source code

var(InternalParameters) editconst Actor movementAreaTarget;

### Parameters

#### engagementAreaCenterName Source code

var(Parameters) Name engagementAreaCenterName;

> Label of the Actor that defines the center of the area to be guarded - any enemy within this area will be attacked; an empty label is taken to mean the AI itself

#### engagementAreaRadius Source code

var(Parameters) float engagementAreaRadius;

> Radius of engagement area

#### movementAreaCenterName Source code

var(Parameters) Name movementAreaCenterName;

> Label of the Actor that defines the center of the area the AI can move around in to defend; an empty label is taken to mean the AI's spawn location

#### movementAreaRadius Source code

var(Parameters) float movementAreaRadius;

> Radius of movement area (0 is taken to mean infinite/no restrictions)

#### removeDefaultGuardGoals Source code

var(Parameters) bool removeDefaultGuardGoals;

> Remove squad members' default guard goals?

Functions Detail

#### cleanup Source code

function cleanup ( ) )

#### pawnDied Source code

function pawnDied ( Pawn member ) )

Defaultproperties

    defaultproperties
    {
    	satisfiesGoal = class'AI_SquadGuardGoal'
    }

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Creation time: st 23.5.2018 00:10:27.574 - Created with UnCodeX