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# Tyrion.AI_FireAtGoal

Extends
  AI_WeaponGoal
Modifiers
  editinlinenew

    Core.Object
    |
    +-- Core.RefCount
       |
       +-- Engine.Tyrion_GoalBase
          |
          +-- Tyrion.AI_Goal
             |
             +-- Tyrion.AI_WeaponGoal
                |
                +-- Tyrion.AI_FireAtGoal

Variables Summary
InternalParameters
Pawn | target
IWeaponSelectionFunction | weaponSelection
Parameters
bool | bFireWithoutLOS
bool | bGiveUpIfTargetLost
class<Weapon> | preferredWeaponClass
Name | targetName

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, optional IWeaponSelectionFunction _weaponSelection, optional class<Weapon> _preferredWeaponClass, optional bool _bGiveUpIfTargetLost, optional bool _bFireWithoutLOS ))

Inherited Functions from Tyrion.AI_WeaponGoal
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

#### target Source code

var(InternalParameters) editconst Pawn target;

#### weaponSelection Source code

var(InternalParameters) editconst IWeaponSelectionFunction weaponSelection;

### 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?

#### preferredWeaponClass Source code

var(Parameters) class<Weapon> preferredWeaponClass;

> AI will use this weapon if at all possible

#### 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, optional IWeaponSelectionFunction _weaponSelection, optional class<Weapon> _preferredWeaponClass, optional bool _bGiveUpIfTargetLost, optional bool _bFireWithoutLOS ) )

Defaultproperties

    defaultproperties
    {
    	bInactive = false
    	bPermanent = false
    }

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Creation time: st 23.5.2018 00:10:26.816 - Created with UnCodeX