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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
|   
+-- Engine.Actor
   |   
   +-- Engine.NavigationPoint
      |   
      +-- UDKBase.UDKScriptedNavigationPoint
         |   
         +-- UTGame.UTDefensePoint

Direct Known Subclasses:

UTHoldSpot

Constants Summary
Inherited Contants from Engine.NavigationPoint
INFINITE_PATH_COST

Variables Summary
boolbFirstScript
ControllerCurrentUser
UTDefensePointNextDefensePoint
array<Texture2D>TeamSprites
UTDefensePoint
boolbOnlyOnFoot
boolbOnlySkilled
boolbSniping
UDKGameObjectiveDefendedObjective
nameDefenseGroup
EDefensePriorityDefensePriority
class<Weapon>WeaponPreference
Inherited Variables from UDKBase.UDKScriptedNavigationPoint
bAnchorMustBeReachable, bScriptNotifyAnchorFindingResult, bScriptSpecifyEndAnchor
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

Enumerations Summary
EDefensePriority
DEFPRI_Low, DEFPRI_High,

Structures Summary
Inherited Structures from Engine.NavigationPoint
CheckpointRecord, DebugNavCost, NavigationOctreeObject

Functions Summary
functionbool CheckForErrors ()))
function FreePoint ()))
functionActor GetMoveTarget ()))
functionbool HigherPriorityThan (UTDefensePoint S, UTBot B, bool bAutoPointsInUse, bool bPrioritizeSameGroup, out int NumChecked))
function PreBeginPlay ()))
function Reset ()))
Inherited Functions from UDKBase.UDKScriptedNavigationPoint
NotifyAnchorFindingResult, SpecifyEndAnchor
Inherited Functions from Engine.NavigationPoint
Accept, ApplyCheckpointRecord, CanTeleport, CreateCheckpointRecord, DetourWeight, GetAllNavInRadius, GetBoundingCylinder, GetDebugAbbrev, GetNearestNavToActor, GetNearestNavToPoint, GetReachSpecTo, IsOnDifferentNetwork, IsUsableAnchorFor, OnToggle, ProceedWithMove, ShouldSaveForCheckpoint, ShutDown, SpecialCost, SuggestMovePreparation


Variables Detail

bFirstScript Source code

var bool bFirstScript;

CurrentUser Source code

var Controller CurrentUser;

NextDefensePoint Source code

var UTDefensePoint NextDefensePoint;

TeamSprites Source code

var editoronly array<Texture2D> TeamSprites;
sprites used for this actor in the editor, depending on which team DefendedObjective is on (if possible to determine in editor)

UTDefensePoint

bOnlyOnFoot Source code

var(UTDefensePoint) bool bOnlyOnFoot;

bOnlySkilled Source code

var(UTDefensePoint) bool bOnlySkilled;

bSniping Source code

var(UTDefensePoint) bool bSniping;

DefendedObjective Source code

var(UTDefensePoint) UDKGameObjective DefendedObjective;

DefenseGroup Source code

var(UTDefensePoint) name DefenseGroup;
defensepoint grouping - bots will make sure each group has at least one defender before assigning a second

DefensePriority Source code

var(UTDefensePoint) EDefensePriority DefensePriority;

WeaponPreference Source code

var(UTDefensePoint) class<Weapon> WeaponPreference;


Enumerations Detail

EDefensePriority Source code

enum EDefensePriority
{
DEFPRI_Low, DEFPRI_High,
};


Functions Detail

CheckForErrors Source code

function bool CheckForErrors ( ) )

FreePoint Source code

function FreePoint ( ) )

GetMoveTarget Source code

function Actor GetMoveTarget ( ) )

HigherPriorityThan Source code

function bool HigherPriorityThan ( UTDefensePoint S, UTBot B, bool bAutoPointsInUse, bool bPrioritizeSameGroup, out int NumChecked) )
determines if this point is higher priority than the passed in point
@param S - the point to check against
@param B - the bot that's checking
@param bAutoPointsInUse - whether other bot(s) on this team are using the automatic defensepoints (so allow low priority)
@param bPrioritizeSameGroup - if true, prefer defensepoints of the same group as current, all else being equal
@param NumChecked - the number of usable points so far
@return whether this point is a better choice

PreBeginPlay Source code

function PreBeginPlay ( ) )

Reset Source code

function Reset ( ) )


Defaultproperties

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