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# Tyrion.AI_GunnerFireAtGoal

Extends
  AI_GunnerGoal
Modifiers
  editinlinenew

    Core.Object
    |
    +-- Core.RefCount
       |
       +-- Engine.Tyrion_GoalBase
          |
          +-- Tyrion.AI_Goal
             |
             +-- Tyrion.AI_GunnerGoal
                |
                +-- Tyrion.AI_GunnerFireAtGoal

Variables Summary
InternalParameters
Pawn | target
Parameters
bool | bFireWithoutLOS
bool | bGiveUpIfTargetLost
Name | targetName

Inherited Variables from Tyrion.AI_GunnerGoal
position

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
|  | construct (AI_Resource r, int pri, Pawn _target, Vehicle.VehiclePositionType _position, optional bool _bGiveUpIfTargetLost, optional bool _bFireWithoutLOS ))
|  | init (AI_Resource r ))

Inherited Functions from Tyrion.AI_GunnerGoal
findResource, getResourceClass, vehicleResource

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

#### target Source code

var(InternalParameters) editconst Pawn target;

### Parameters

#### bFireWithoutLOS Source code

var(Parameters) bool bFireWithoutLOS;

> Fire even if you have no LOS on the target

#### bGiveUpIfTargetLost Source code

var(Parameters) bool bGiveUpIfTargetLost;

> Terminate action if target lost?

#### targetName Source code

var(Parameters) editinline Name targetName;

> Label of target (any Pawn)

Functions Detail

#### construct Source code

overloaded function construct ( AI_Resource r, int pri, Pawn _target, Vehicle.VehiclePositionType _position, optional bool _bGiveUpIfTargetLost, optional bool _bFireWithoutLOS ) )

#### init Source code

function init ( AI_Resource r ) )

Defaultproperties

    defaultproperties
    {
    	bInactive = false
    	bPermanent = false
    }

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Creation time: st 23.5.2018 00:10:27.017 - Created with UnCodeX