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UE2:AssaultPath (UT2004)
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| Object >> Actor >> NavigationPoint >> AssaultPath |
Contents |
- Package:
- UnrealGame
- This class in other games:
- UT2003
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
AssaultPath used to specify alternate routes for attackers
[edit] Properties
[edit] Property group 'AssaultPath'
[edit] bEnabled
Type: bool
Default value: True
[edit] bNoGrouping
Type: bool
bots won't wait to reform squads at this assault path
[edit] bNoReturn
Type: bool
[edit] bReturnOnly
Type: bool
[edit] ObjectiveTag
Type: name
[edit] PathTag
Type: name
Array size: 4
paths that fan out from the same first AssaultPath share the same PathTag, more than one path can go through a given assaultpath
[edit] Position
Type: int
specifies relative position in a chain of AssaultPaths with the same PathTag and the same ObjectiveTag
[edit] Priority
Type: float
0 to 1, higher means heavier weighting when determining whether to use this path
Default value: 1.0
[edit] Internal variables
[edit] AssociatedObjective
Type: GameObjective
[edit] bFirstPath
Type: bool
Default value: True
[edit] bLastPath
Type: bool
Default value: True
[edit] NextPath
Type: AssaultPath
[edit] Functions
[edit] Events
[edit] Trigger
Overrides: Actor.Trigger
