Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation
previous class next class | frames no frames

# Tyrion.AI_Guard

Extends
  AI_CharacterAction
Modifiers
  implements IFollowFunction editinlinenew

    Core.Object
    |
    +-- Core.RefCount
       |
       +-- Engine.Tyrion_ActionBase
          |
          +-- Tyrion.ActionBase
             |
             +-- Tyrion.AI_RunnableAction
                |
                +-- Tyrion.AI_Action
                   |
                   +-- Tyrion.AI_CharacterAction
                      |
                      +-- Tyrion.AI_Guard

Constants Summary
DEFAULT_GUARD_DISTANCE | = | 1500.0f
GUARDMOVEMENT_PRIORITY | = | 29

Variables Summary
Actor | a
float | guardDistance
Pawn | lastGuardTarget
Rook | movementAreaTargetRook
InternalParameters
Vector | engagementAreaCenter
Actor | engagementAreaTarget
Vector | movementAreaCenter
Actor | movementAreaTarget
IWeaponSelectionFunction | weaponSelection
Parameters
Name | engagementAreaCenterName
float | engagementAreaRadius
Name | movementAreaCenterName
float | movementAreaRadius
class<Weapon> | preferredWeaponClass

Inherited Variables from Tyrion.AI_CharacterAction
DummyHeadGoal, DummyMovementGoal, DummyWeaponGoal, headResourceStorage, movementResourceStorage, pawn, weaponResourceStorage

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

Functions Summary
| string | actionDebuggingString ()))
|  | cleanup ()))
| Vector | getEngagementAreaCenter ()))
| string | getEngagementString ()))
| Vector | getMovementAreaCenter ()))
| string | getMovementString ()))
| Vector | offset (Pawn leader, int positionIndex ))
| float | proximityFunction ()))
| bool | updateOffset (Pawn follower, Pawn leader, int positionIndex ))
| bool | validDestination (Vector point ))

Inherited Functions from Tyrion.AI_CharacterAction
baseAIcharacter, character, characterResource, classConstruct, cleanup, clearDummyGoals, clearDummyHeadGoal, clearDummyMovementGoal, clearDummyWeaponGoal, findResource, getResourceClass, headResource, initAction, movementResource, rook, useResources, weaponResource

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

#### DEFAULT_GUARD_DISTANCE Source code

const DEFAULT_GUARD_DISTANCE = 1500.0f;

#### GUARDMOVEMENT_PRIORITY Source code

const GUARDMOVEMENT_PRIORITY = 29;

Variables Detail

#### a Source code

var Actor a;

#### guardDistance Source code

var float guardDistance;

#### lastGuardTarget Source code

var Pawn lastGuardTarget;

#### movementAreaTargetRook Source code

var Rook movementAreaTargetRook;

### 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;

#### weaponSelection Source code

var(InternalParameters) editconst IWeaponSelectionFunction weaponSelection;

### 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; On Protectors this denotes the thing to be protected; 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)

#### preferredWeaponClass Source code

var(Parameters) class<Weapon> preferredWeaponClass;

> AI will use this weapon if at all possible

Functions Detail

#### actionDebuggingString Source code

function string actionDebuggingString ( ) )

#### cleanup Source code

function cleanup ( ) )

#### getEngagementAreaCenter Source code

function Vector getEngagementAreaCenter ( ) )

#### getEngagementString Source code

final function string getEngagementString ( ) )

#### getMovementAreaCenter Source code

function Vector getMovementAreaCenter ( ) )

#### getMovementString Source code

final function string getMovementString ( ) )

#### offset Source code

function Vector offset ( Pawn leader, int positionIndex ) )

#### proximityFunction Source code

function float proximityFunction ( ) )

#### updateOffset Source code

function bool updateOffset ( Pawn follower, Pawn leader, int positionIndex ) )

#### validDestination Source code

function bool validDestination ( Vector point ) )

Defaultproperties

    defaultproperties
    {
    	satisfiesGoal = class'AI_GuardGoal'
    }

Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation
previous class next class | frames no frames

Creation time: st 23.5.2018 00:10:26.944 - Created with UnCodeX