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# Tyrion.AI_Patrol

Extends
  AI_MovementAction
Modifiers
  editinlinenew

    Core.Object
    |
    +-- Core.RefCount
       |
       +-- Engine.Tyrion_ActionBase
          |
          +-- Tyrion.ActionBase
             |
             +-- Tyrion.AI_RunnableAction
                |
                +-- Tyrion.AI_Action
                   |
                   +-- Tyrion.AI_MovementAction
                      |
                      +-- Tyrion.AI_Patrol

Variables Summary
float | closestDistSquared
int | closestIndex
float | distSquared
ACT_ErrorCodes | errorCode
Actor | node
int | patrolIndex
array<Vector> | patrolPoints
Parameters
bool | bExecuteOnce
Character.GroundMovementLevels | groundMovement
array<Name> | patrolPointNames

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_MovementAction
baseAIcharacter, character, characterResource, classConstruct, findResource, getResourceClass, movementResource, rook, runAction

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

#### 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

#### 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) editconst array<Name> patrolPointNames;

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_PatrolGoal'

    	closestDistSquared = 99999999999999.9f
    }

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Creation time: st 23.5.2018 00:10:27.235 - Created with UnCodeX