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MobileGame.MobileGameCrowdAgent

Extends
GameCrowdAgentSkeletal
Modifiers
ShowCategories ( Collision )

Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.CrowdAgentBase
      |   
      +-- GameFramework.GameCrowdAgent
         |   
         +-- GameFramework.GameCrowdAgentSkeletal
            |   
            +-- MobileGame.MobileGameCrowdAgent

Variables Summary
Inherited Variables from GameFramework.GameCrowdAgentSkeletal
ActionSeqNode, AgentTree, AnimVelRate, Attachments, bAnimateThisTick, bIsPlayingDeathAnimation, bIsPlayingIdleAnimation, bUseRootMotionVelocity, DeathAnimNames, FullBodySlot, IdleAnimNames, MaxAnimationDistance, MaxAnimationDistanceSq, MaxSpeedBlendChangeSpeed, MaxTargetAcquireTime, MoveSyncGroupName, RunAnimNames, RunSeqNode, SkeletalMeshComponent, SpeedBlendEnd, SpeedBlendNode, SpeedBlendStart, WalkAnimNames, WalkSeqNode
Inherited Variables from GameFramework.GameCrowdAgent
AmbientSoundComponent, AmbientSoundCue, AvoidanceShare, AvoidOtherRadius, AvoidOtherStrength, AvoidPlayerStrength, AwareRadius, AwareUpdateFrameCount, AwareUpdateInterval, bAllowPitching, bBadHitNormal, bCheckForObstacles, bClampMovementSpeed, BeaconColor, BeaconMaxDist, BeaconOffset, BeaconTexture, BehaviorDestination, bHasNotifiedSpawner, bHitObstacle, bIsInSpawnPool, bIsPanicked, bPotentialEncounter, bPreferVisibleDestination, bPreferVisibleDestinationOnSpawn, bSimulateThisTick, bUniformScale, bUseNavMeshPathing, bWantsGroupIdle, bWantsSeePlayerNotification, ConformTraceDist, ConformTraceFrameCount, ConformTraceInterval, ConformType, CurrentBehavior, CurrentConformTraceInterval, CurrentDestination, DeadBodyDuration, DesiredGroupRadius, DesiredGroupRadiusSq, EncounterAgentBehaviors, ExternalForce, EyeZOffset, FollowPathStrength, ForceAmountToIgnorePathForces, ForceUpdateTime, GroundOffset, GroupAttractionStrength, GroupWaitingBehaviors, Health, InitialLastRenderTime, IntermediatePoint, InterpZTranslation, LastGroundZ, LastKnownGoodPosition, LastPathingAttempt, LastUpdateTime, LightEnvironment, MatchVelStrength, MaxLOSLifeDistanceSq, MaxRunningSpeed, MaxSeePlayerDistSq, MaxSpeed, MaxWalkingSpeed, MaxYawRate, MeshMaxScale3D, MeshMinScale3D, MyArchetype, MyGroup, MySpawner, NavigationHandle, NavigationHandleClass, NearbyDynamics, NotVisibleLifeSpan, NotVisibleTickScalingFactor, ObstacleCheckCount, PanicBehaviors, PreferredVelocity, PreviousDestination, ProximityLODDist, RandomBehaviorInterval, RandomBehaviors, ReachThreshold, RecentInteractions, RelevantAttractors, RotateToTargetSpeed, SearchExtent, SeePlayerBehaviors, SeePlayerInterval, SpawnBehaviors, SpawnOffset, TakeDamageBehaviors, VelocityDamping, VisibleProximityLODDist, WalkableFloorZ

Enumerations Summary
Inherited Enumerations from GameFramework.GameCrowdAgent
EConformType

Structures Summary
Inherited Structures from GameFramework.GameCrowdAgentSkeletal
GameCrowdAttachmentInfo, GameCrowdAttachmentList
Inherited Structures from GameFramework.GameCrowdAgent
BehaviorEntry, RecentInteraction

Functions Summary
function OnSetMaterial (SeqAct_SetMaterial Action))
function PlayDeath (vector KillMomentum))
Inherited Functions from GameFramework.GameCrowdAgentSkeletal
ClearLatentAnimation, CreateAttachments, OnAnimEnd, OnPlayAgentAnimation, PlayDeath, PlayIdleAnimation, PostBeginPlay, SetLighting, SetRootMotion, StopIdleAnimation
Inherited Functions from GameFramework.GameCrowdAgent
ActivateBehavior, ActivateInstancedBehavior, CalcCamera, Destroyed, DisplayDebug, FellOutOfWorld, FireDeathEvent, GeneratePathToActor, GetBehaviorString, GetDestString, HandlePotentialAgentEncounter, InitializeAgent, InitNavigationHandle, IsIdle, IsPanicked, KillAgent, NativePostRenderFor, NotifySeePlayer, OnPlayAgentAnimation, OverlappedActorEvent, PickBehaviorFrom, PlayDeath, PlayIdleAnimation, PlaySpawnBehavior, PostBeginPlay, PostRenderFor, ResetPooledAgent, ResetSeePlayer, SetCurrentBehavior, SetCurrentDestination, SetLighting, SetMaxSpeed, SetPanic, StopBehavior, StopIdleAnimation, TakeDamage, TryRandomBehavior, UpdateIntermediatePoint, WaitForGroupMembers


Functions Detail

OnSetMaterial Source code

function OnSetMaterial ( SeqAct_SetMaterial Action) )
Called by the Kismet "SetMaterial" node

PlayDeath Source code

function PlayDeath ( vector KillMomentum) )
Stop agent moving and pay death anim


Defaultproperties

defaultproperties
{
	Health=20
	bProjTarget=true
	
	
	Begin Object Class=CylinderComponent Name=CollisionCylinder
	CollisionRadius=+0034.000000
	CollisionHeight=+0078.000000
	BlockNonZeroExtent=true
	BlockZeroExtent=true
	BlockActors=true
	CollideActors=true
	End Object
	CollisionComponent=CollisionCylinder
	Components.Add(CollisionCylinder)

	RotateToTargetSpeed=60000.0
	FollowPathStrength=600.0
	MaxWalkingSpeed=200.0
}


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Creation time: ti 22-3-2011 19:56:52.522 - Created with UnCodeX