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//============================================================================= // AIScript - used by Level Designers to specify special AI scripts for pawns // placed in a level, and to change which type of AI controller to use for a pawn. // AIScripts can be shared by one or many pawns. // Game specific subclasses of AIScript will have editable properties defining game specific behavior and AI // This is a built-in Unreal class and it shouldn't be modified. //============================================================================= class AIScript extends Keypoint native placeable; var() class<AIController> ControllerClass; var() float SkillModifier; // skill modifier (same scale as game difficulty) var() name NextScriptTag; // Tag of next ScriptedSequence var AIScript NextScript; /* SpawnController() Spawn and initialize an AI Controller (called by a non-player controlled Pawn at level startup) */ function SpawnControllerFor(Pawn P) { local AIController C; if ( ControllerClass == None ) { if ( P.ControllerClass == None ) return; C = Spawn(P.ControllerClass); } else C = Spawn(ControllerClass); //NEW (mdf) not used with U2 /*OLD C.MyScript = self; C.Skill += SkillModifier; */ C.Possess(P); } defaultproperties { UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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