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U2AI.PatrolPoint


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//=============================================================================
// PatrolPoint.uc
// Created By: Mike Fox
// Created On: 2/13/01
// $Author: Mfox $
// $Date: 4/18/02 6:11p $
// $Revision: 2 $
//=============================================================================

class PatrolPoint extends KeyPoint
	placeable;

/*-----------------------------------------------------------------------------
Not a navigation point so won't affect the pathing network. Can be used as 
NPC destinations as long as these are reachable from the pathing network (and
NPCs should head directly to these if they are directly reachable.

mdf-tbd: include certain keypoints in the path checking code since these need
to be reachable from at least one navigation point and shouldn't be embedded
in geometry etc. Also support the auto-height adjust for these?

bStatic=false:

mdf-tbd: bStatic=false otherwise not found by DynamicActors search. I think it
makes sense to do this for PatrolPoints, but other keypoints, e.g. holdspots
tend to be "assigned" rather than searched for so those can use bStatic=true.

Hmm, no, this isn't a good approach. a) PathNodes also aren't static b) we don't
want to start making bunches of non-static actors static or we'll start to
defeat DynamicActors. This mainly applies to scripting -- we don't generally
search for specific keypoints or navigationpoints in the internal AI code, or,
if we do, the navigationpoint list is used.

We need a different approach:

1: in the long run, we should probably pre-store references to the target actors
for gotoactor and other script commands. This would trade off the storage
requirements of a reference vs having to look for this actor with *every* call 
to gotoactor.
*/

defaultproperties
{
	Texture=Texture'Engine.S_Pawn'
	bCollideWhenPlacing=true
	CollisionHeight=50.000000
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleTopBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}

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Class file time: sk 3-1-2016 10:38:44.000 - Creation time: sk 3-1-2016 10:48:40.803 - Created with UnCodeX