UTGame.UTDefensePoint
- Extends
- UDKScriptedNavigationPoint
- Modifiers
- placeable
defines a place bots should defend. Bots automatically determine reasonable defending positions in sight of their
objective (e.g. flag room), so these should only be used for hard to reach camping spots or choke points far from the objective area
Core.Object
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+-- Engine.Actor
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+-- Engine.NavigationPoint
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+-- UDKBase.UDKScriptedNavigationPoint
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+-- UTGame.UTDefensePoint
Direct Known Subclasses:
UTHoldSpot
Inherited Variables from Engine.NavigationPoint |
AnchoredPawn, BadSprite, bAlreadyVisited, bAlwaysUseStrafing, bAutoBuilt, bBlockable, bBlocked, bBlockedForVehicles, bBuildLongPaths, bCanReach, bCanWalkOnToReach, bDestinationOnly, bEndPoint, bestPathWeight, bFlyingPreferred, bForceNoStrafing, bHasCrossLevelPaths, bHideEditorPaths, bMakeSourceOnly, bMayCausePain, bMustBeReachable, bMustTouchToReach, bNeverUseStrafing, bNoAutoConnect, bNotBased, bOneWayPath, bPathsChanged, bPreferredVehiclePath, bShouldSaveForCheckpoint, bSourceOnly, bSpecialForced, bSpecialMove, bTransientEndPoint, bVehicleDestination, Cost, CostArray, CylinderComponent, EditorForcedPaths, EditorProscribedPaths, ExtraCost, FearCost, GoodSprite, InventoryCache, InventoryDist, LastAnchoredPawnTime, LastDetourWeight, MaxPathSize, NavGuid, NavOctreeObject, NetworkID, nextNavigationPoint, nextOrdered, PathList, previousPath, prevOrdered, TransientCost, visitedWeight, Volumes |
Inherited Functions from Engine.NavigationPoint |
Accept, ApplyCheckpointRecord, CanTeleport, CreateCheckpointRecord, DetourWeight, GetAllNavInRadius, GetBoundingCylinder, GetDebugAbbrev, GetNearestNavToActor, GetNearestNavToPoint, GetReachSpecTo, IsOnDifferentNetwork, IsUsableAnchorFor, OnToggle, ProceedWithMove, ShouldSaveForCheckpoint, ShutDown, SpecialCost, SuggestMovePreparation |
var bool bFirstScript;
UTDefensePoint
function bool CheckForErrors ( ) )
function FreePoint ( ) )
function Actor GetMoveTarget ( ) )
function bool HigherPriorityThan (
UTDefensePoint S,
UTBot B,
bool bAutoPointsInUse,
bool bPrioritizeSameGroup, out
int NumChecked) )
function PreBeginPlay ( ) )
function Reset ( ) )
defaultproperties
{
Begin Object NAME=Sprite
Sprite=Texture2D'EnvyEditorResources.DefensePoint'
End Object
TeamSprites[0]=Texture2D'EnvyEditorResources.RedDefense'
TeamSprites[1]=Texture2D'EnvyEditorResources.BlueDefense'
bStatic=true
bCollideWhenPlacing=true
bFirstScript=true
}
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Creation time: ti 22-3-2011 19:56:59.664 - Created with
UnCodeX