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# Tyrion.AI_JetpackBehindGoal

Extends
  AI_MovementGoal

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

Variables Summary
InternalParameters
IFollowFunction | followFunction
Pawn | target
Parameters
vector | destination
float | proximity

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
|  | cleanup ()))
|  | construct (AI_Resource r, int pri, Pawn _target, optional vector _destination, optional float _proximity, optional IFollowFunction _followFunction ))

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

Variables Detail

### InternalParameters

#### followFunction Source code

var(InternalParameters) editconst IFollowFunction followFunction;

#### target Source code

var(InternalParameters) editconst Pawn target;

### Parameters

#### destination Source code

var(Parameters) editinline vector destination;

> Where to jetpack to? (if (0,0,0) the action will chose a point)

#### proximity Source code

var(Parameters) editinline float proximity;

> How close to get while following

Functions Detail

#### cleanup Source code

function cleanup ( ) )

#### construct Source code

overloaded function construct ( AI_Resource r, int pri, Pawn _target, optional vector _destination, optional float _proximity, optional IFollowFunction _followFunction ) )

Defaultproperties

    defaultproperties
    {
    	proximity = 500
    	bInactive = false
    	bPermanent = false
    }

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Creation time: st 23.5.2018 00:10:27.115 - Created with UnCodeX