Mostly Harmless
UE3:UTDefensePoint (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> Actor >> NavigationPoint >> UTDefensePoint |
Contents |
- Package:
- UTGame
- Direct subclass:
- UTHoldSpot
- This class in other games:
- UDK
| 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. |
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
[edit] Properties
[edit] Property group 'UTDefensePoint'
[edit] bOnlyOnFoot
Type: bool
bot should not attempt to use this script while in a vehicle
[edit] bOnlySkilled
Type: bool
low skill bots shouldn't use this defense point
[edit] bSniping
Type: bool
bots should snipe when using this script as a defense point
[edit] DefendedObjective
Type: UTGameObjective
[edit] DefenseGroup
Type: name
defensepoint grouping - bots will make sure each group has at least one defender before assigning a second
[edit] DefensePriority
Type: EDefensePriority
[edit] WeaponPreference
bots using this defense point will preferentially use this weapon
[edit] Internal variables
[edit] bFirstScript
Type: bool
first script in list of scripts
Default value: True
[edit] CurrentUser
Type: Controller
[edit] NextDefensePoint
Type: UTDefensePoint
list of defensepoints for same objective
[edit] TeamSprites
Modifiers: editoronly
sprites used for this actor in the editor, depending on which team DefendedObjective is on (if possible to determine in editor)
Default value, index 0: Texture2D'EnvyEditorResources.RedDefense'
Default value, index 1: Texture2D'EnvyEditorResources.BlueDefense'
[edit] Default values
| Property | Value |
|---|---|
| CollisionType | COLLIDE_CustomDefault |
[edit] Subobjects
[edit] Arrow
Class: Engine.ArrowComponent
Inherits from: NavigationPoint.Arrow
No new values.
[edit] CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: NavigationPoint.CollisionCylinder
No new values.
[edit] PathRenderer
Class: Engine.PathRenderingComponent
Inherits from: NavigationPoint.PathRenderer
No new values.
[edit] Sprite
Class: Engine.SpriteComponent
Inherits from: NavigationPoint.Sprite
| Property | Value |
|---|---|
| Sprite | Texture2D'EnvyEditorResources.DefensePoint' |
[edit] Sprite2
Class: Engine.SpriteComponent
Inherits from: NavigationPoint.Sprite2
No new values.
[edit] Enums
[edit] EDefensePriority
- DEFPRI_Low
- this point will be used after automatic defensepoints
- DEFPRI_High
- this point will be used before automatic defensepoints
[edit] Functions
[edit] Events
[edit] PreBeginPlay
Overrides: Actor.PreBeginPlay
[edit] Reset
Overrides: Actor.Reset
[edit] Other instance functions
[edit] CheckForErrors
Overrides: Actor.CheckForErrors
[edit] FreePoint
[edit] GetMoveTarget
[edit] HigherPriorityThan
determines if this point is higher priority than the passed in point
Parameters:
- S - the point to check against
- B - the bot that's checking
- bAutoPointsInUse - whether other bot(s) on this team are using the automatic defensepoints (so allow low priority)
- bPrioritizeSameGroup - if true, prefer defensepoints of the same group as current, all else being equal
- NumChecked - the number of usable points so far
Returns:
- whether this point is a better choice
