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

# Tyrion.AI_DodgeGoal

Extends
  AI_MovementGoal
Modifiers
  editinlinenew

    Core.Object
    |
    +-- Core.RefCount
       |
       +-- Engine.Tyrion_GoalBase
          |
          +-- Tyrion.AI_Goal
             |
             +-- Tyrion.AI_MovementGoal
                |
                +-- Tyrion.AI_DodgeGoal

Constants Summary
DEACTIVATION_DELAY | = | 5

Variables Summary
AI_DodgeGoal
Rook | protectee
float | shieldPackTime

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, optional Rook _protectee, optional float _shieldPackTime ))
|  | init (AI_Resource r ))
| int | priorityFn ()))
|  | setUpDeactivationSentinel ()))

Inherited Functions from Tyrion.AI_MovementGoal
characterResource, findResource, getResourceClass

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

Constants Detail

#### DEACTIVATION_DELAY Source code

const DEACTIVATION_DELAY = 5;

Variables Detail

### AI_DodgeGoal

#### protectee Source code

var(AI_DodgeGoal) Rook protectee;

> The object to be protected by the AI running the DodgeGoal (None: protect yourself)

#### shieldPackTime Source code

var(AI_DodgeGoal) float shieldPackTime;

> use shield pack if impact in less than this many seconds (-1: disables shield pack)

Functions Detail

#### construct Source code

overloaded function construct ( AI_Resource r, int pri, optional Rook _protectee, optional float _shieldPackTime ) )

#### init Source code

function init ( AI_Resource r ) )

#### priorityFn Source code

event int priorityFn ( ) )

#### setUpDeactivationSentinel Source code

function setUpDeactivationSentinel ( ) )

Defaultproperties

    defaultproperties
    {
    	bInactive = true
    	bPermanent = true
    	priority = 10

    	protectee		= None
    	shieldPackTime	= 0.5f
    }

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

Creation time: st 23.5.2018 00:10:26.677 - Created with UnCodeX