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

# Tyrion.AI_GuardGoal

00001 00002 00003 00004 00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062

    //=====================================================================
    // AI_GuardGoal
    // Engages any enemies within a specified area
    // Doesn't require movement resource
    //=====================================================================

    class AI_GuardGoal extends AI_CharacterGoal
    	editinlinenew;

    //=====================================================================
    // Variables

    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";
    var(Parameters) float engagementAreaRadius "Radius of engagement area";
    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";
    var(Parameters) float movementAreaRadius "Radius of movement area (0 is taken to mean infinite/no restrictions)";
    var(Parameters) class<Weapon> preferredWeaponClass "AI will use this weapon if at all possible";

    var(InternalParameters) editconst Vector engagementAreaCenter;
    var(InternalParameters) editconst Actor engagementAreaTarget;
    var(InternalParameters) editconst Vector movementAreaCenter;
    var(InternalParameters) editconst Actor movementAreaTarget;
    var(InternalParameters) editconst IWeaponSelectionFunction weaponSelection;

    //=====================================================================
    // Functions

    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 )
    {
    	priority = pri;

    	engagementAreaCenter = _engagementAreaCenter;
    	engagementAreaTarget = _engagementAreaTarget;
    	engagementAreaRadius = _EngagementAreaRadius;
    	movementAreaCenter = _movementAreaCenter;
    	movementAreaTarget = _movementAreaTarget;
    	movementAreaRadius = _movementAreaRadius;
    	weaponSelection = _weaponSelection;
    	preferredWeaponClass = _preferredWeaponClass;

    	super.construct( r );
    }

    //=====================================================================

    defaultproperties
    {
    	engagementAreaRadius = 5000
    	movementAreaRadius = 4000

    	bRemoveGoalOfSameType = true

    	bInactive = false
    	bPermanent = false
    	priority = 51
    }

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

Class file time: ne 5.9.2004 15:54:26.000 - Creation time: st 23.5.2018 00:10:41.280 - Created with UnCodeX