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//============================================================================= // NavigationPoint. // // NavigationPoints are organized into a network to provide AIControllers // the capability of determining paths to arbitrary destinations in a level // //============================================================================= class NavigationPoint extends Actor hidecategories(Lighting,LightColor,Karma,Force) native; #exec Texture Import File=Textures\S_Pickup.pcx Name=S_Pickup Mips=Off MASKED=1 #exec Texture Import File=Textures\SpwnAI.pcx Name=S_NavP Mips=Off MASKED=1 // not used currently #exec Texture Import File=Textures\SiteLite.pcx Name=S_Alarm Mips=Off MASKED=1 //NEW (mdf) -- pathing extensions enum EConnectFlags { CFL_SourceDest, // (default) navigation point can be a source or destination node in paths CFL_Source, // navigation point can be a source node in paths (e.g. LiftCenter) CFL_Dest, // navigation point can be a destination node in paths CFL_None, // navigation point not used when building paths }; //OLD //------------------------------------------------------------------------------ // NavigationPoint variables //NEW (mdf) !!mdf-tbr? make it possible to see these in the editor? (should never be edited though) var() const editconst array<ReachSpec> PathList; //index of reachspecs (used by C++ Navigation code) /*OLD var const array<ReachSpec> PathList; //index of reachspecs (used by C++ Navigation code) */ var() name ProscribedPaths[4]; // list of names of NavigationPoints which should never be connected from this path var() name ForcedPaths[4]; // list of names of NavigationPoints which should always be connected from this path var int visitedWeight; var const int bestPathWeight; var const NavigationPoint nextNavigationPoint; var const NavigationPoint nextOrdered; // for internal use during route searches var const NavigationPoint prevOrdered; // for internal use during route searches var const NavigationPoint previousPath; var int cost; // added cost to visit this pathnode var() int ExtraCost; // Extra weight added by level designer var transient bool bEndPoint; // used by C++ navigation code var bool bSpecialCost; // if true, navigation code will call SpecialCost function for this navigation point var bool taken; // set when a creature is occupying this spot var() bool bBlocked; // this path is currently unuseable var() bool bPropagatesSound; // this navigation point can be used for sound propagation (around corners) var() bool bOneWayPath; // reachspecs from this path only in the direction the path is facing (180 degrees) var() bool bNeverUseStrafing; // shouldn't use advanced tactics going to this point var const bool bForceNoStrafing;//NEW (mdf) serpentine support -- override any LD changes to bNeverUseStrafing var const bool bAutoBuilt; // placed during execution of "PATHS BUILD" var bool bSpecialMove; // if true, pawn will call SuggestMovePreparation() when moving toward this node //NEW (mdf) -- pathing extensions var() EConnectFlags ConnectFlags; // (CFL_SOURCEDEST) -- can be set in editor to restrict use of navigation point in building paths (e.g. for testing) var() bool bDisabled; // used to temporarily enable/disable selected/all navigation points while tweaking paths in specific areas var() bool bFindBase; // if false, path building code doesn't find/check base for navigation point var() bool bAllowFlyPaths; // if false, won't get any flying paths out of this navigation point var() bool bAllowJumpPaths; // if false, won't get any jumping paths out of this navigation point var() bool bAllowSwimPaths; // if false, won't get any swimming paths out of this navigation point /*OLD var const bool bNotBased; // used by path builder - if true, no error reported if node doesn't have a valid base var bool bNoAutoConnect; // don't connect this path to others except with special conditions (used by LiftCenter, for example) */ var const bool bAutoPlaced; // placed as marker for another object during a paths define var const bool bPathsChanged; // used for incremental path rebuilding in the editor var const int PathInCount; //NEW (mdf) number of paths into navigation point var const int PathOutCount; //NEW (mdf) number of paths out of navigation point var vector OldEditorLocation; //NEW (mdf) dirty paths fix event int SpecialCost(Pawn Seeker); // Accept an actor that has teleported in. // used for random spawning and initial placement of creatures //NEW (mdf) function bool Accept( actor Incoming, actor Source ) /*OLD event bool Accept( actor Incoming, actor Source ) */ { // Move the actor here. taken = Incoming.SetLocation( Location ); if (taken) { Incoming.Velocity = vect(0,0,0); Incoming.SetRotation(Rotation); } Level.Game.PlayTeleportEffect(Incoming, true, false); TriggerEvent(Event, self, Pawn(Incoming)); return taken; } /* SuggestMovePreparation() Optionally tell Pawn any special instructions to prepare for moving to this goal (called by Pawn.PrepareForMove() if this node's bSpecialMove==true */ event bool SuggestMovePreparation(Pawn Other) { return false; } /* ProceedWithMove() Called by Controller to see if move is now possible when a mover reports to the waiting pawn that it has completed its move */ function bool ProceedWithMove(Pawn Other) { return true; } /* MoverOpened() & MoverClosed() used by NavigationPoints associated with movers */ function MoverOpened(); function MoverClosed(); defaultproperties { bPropagatesSound=true bFindBase=true bAllowFlyPaths=true bAllowJumpPaths=true bAllowSwimPaths=true bStatic=true bHidden=true bNoDelete=true Texture=Texture'Engine.S_NavP' bCollideWhenPlacing=true SoundVolume=0 CollisionRadius=50.000000 CollisionHeight=50.000000 UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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