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UTGameContent.UTGameCrowdAgent

Extends
GameCrowdAgentSkeletal

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

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.CrowdAgentBase
      |   
      +-- GameFramework.GameCrowdAgent
         |   
         +-- GameFramework.GameCrowdAgentSkeletal
            |   
            +-- UTGameContent.UTGameCrowdAgent

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 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

PlayDeath Source code

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


Defaultproperties

defaultproperties
{
	Health=20
	bProjTarget=true
	
	Begin Object Name=SkeletalMeshComponent0
		SkeletalMesh=SkeletalMesh'UTExampleCrowd.Mesh.SK_Crowd_Robot'
		AnimTreeTemplate=AnimTree'UTExampleCrowd.AnimTree.AT_CH_Crowd'
		AnimSets(0)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman_BaseMale'
		Translation=(Z=-42.0)
		TickGroup=TG_DuringAsyncWork
		PhysicsAsset=PhysicsAsset'CH_AnimCorrupt.Mesh.SK_CH_Corrupt_Male_Physics''
	End Object
	
	RotateToTargetSpeed=60000.0
	FollowPathStrength=600.0
	MaxWalkingSpeed=200.0
}


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Creation time: ti 22-3-2011 19:56:59.954 - Created with UnCodeX