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UE3:UTDefensePoint (UDK)

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UDK Object >> Actor >> NavigationPoint >> UTDefensePoint

Contents

Package: 
UTGame
Direct subclass:
UTHoldSpot
This class in other games:
UT3

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

Type: class<Weapon>

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

Type: array<Texture2D>

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] Subobjects

[edit] Arrow

Class: Engine.ArrowComponent

Inherits from: NavigationPoint.Arrow

Property Value
ReplacementPrimitive None

[edit] CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: NavigationPoint.CollisionCylinder

Property Value
ReplacementPrimitive None

[edit] PathRenderer

Class: Engine.PathRenderingComponent

Inherits from: NavigationPoint.PathRenderer

Property Value
ReplacementPrimitive None

[edit] Sprite

Class: Engine.SpriteComponent

Inherits from: NavigationPoint.Sprite

Property Value
ReplacementPrimitive None
Sprite Texture2D'EnvyEditorResources.DefensePoint'

[edit] Sprite2

Class: Engine.SpriteComponent

Inherits from: NavigationPoint.Sprite2

Property Value
ReplacementPrimitive None

[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

event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


[edit] Reset

event Reset ()

Overrides: Actor.Reset


[edit] Other instance functions

[edit] CheckForErrors

function bool CheckForErrors ()

Overrides: Actor.CheckForErrors


[edit] FreePoint

function FreePoint ()


[edit] GetMoveTarget

function Actor GetMoveTarget ()


[edit] HigherPriorityThan

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

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
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