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Difference between revisions of "Legacy:DefensePoint"
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− | {{classbox| [[Legacy:UT|UT]] :: [[Legacy:Actor|Actor]] >> [[Legacy:NavigationPoint|NavigationPoint]] >> [[Legacy:AmbushPoint|AmbushPoint]] >> DefensePoint}} | + | {{classbox| [[Legacy:UT|UT]] :: [[Legacy:Actor|Actor]] >> [[Legacy:NavigationPoint|NavigationPoint]] >> [[Legacy:AmbushPoint|AmbushPoint]] >> DefensePoint (Package: Botpack)}} |
''See also [[Legacy:Creating A Defense Point In UT2003|Creating A Defense Point In UT2003]].'' | ''See also [[Legacy:Creating A Defense Point In UT2003|Creating A Defense Point In UT2003]].'' | ||
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===Inherited from AmbushPoint === | ===Inherited from AmbushPoint === | ||
+ | ;bool bSniping : Defaults to <tt>false</tt>. Set this to <tt>true</tt> if you want bots to use this DefensePoint as a spot for sniping. | ||
− | + | ;float SightRadius : In world units, the radius the bot standing on the DefensePoint will look for enemies, either for sniping or normal defending. Defaults to 5,000 world units. | |
− | ; | + | ===DefensePoint Group === |
+ | ;name FortTag :Used in [[Legacy:Assault|Assault]] maps (and possibly other gametypes) to associate the DefensePoint with a certain object/goal that is being defended. | ||
− | ; | + | ;byte Priority : This is the weight the DefensePoint is given when a bot is selecting a spot upon which to defend. Give more critical points higher values and give auxiliary spots like sniping points lesser values. |
− | + | '''Birelli:''' I'm not sure but I believe that if any DefensePoint on a given team/fort has a priority greater than 0, then any DefensePoint with a value of 0 is ignored | |
− | + | ;byte Team :This is the number of the team that will use the DefensePoint. See [[Legacy:PlayerStart|PlayerStart]] for what number represents each color team. | |
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− | ;Team :This is the number of the team that will use the DefensePoint. See [[Legacy:PlayerStart|PlayerStart]] for what number represents each color team. | + | |
==Related Topics == | ==Related Topics == | ||
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*[[Legacy:DistanceViewTrigger|DistanceViewTrigger]] | *[[Legacy:DistanceViewTrigger|DistanceViewTrigger]] | ||
*[[Legacy:Strategic Bots|Strategic Bots]] | *[[Legacy:Strategic Bots|Strategic Bots]] |
Revision as of 10:09, 23 May 2003
See also Creating A Defense Point In UT2003.
A DefensePoint tells a bot that this spot is a good place to defend the base. Defense points can also be used with DistanceViewTriggers to set up sniping posts; don't forget to set bSniping to true.
Read Strategic Bots for more info on placing DefensePoints.
Contents
Properties
Inherited from AmbushPoint
- bool bSniping
- Defaults to false. Set this to true if you want bots to use this DefensePoint as a spot for sniping.
- float SightRadius
- In world units, the radius the bot standing on the DefensePoint will look for enemies, either for sniping or normal defending. Defaults to 5,000 world units.
DefensePoint Group
- name FortTag
- Used in Assault maps (and possibly other gametypes) to associate the DefensePoint with a certain object/goal that is being defended.
- byte Priority
- This is the weight the DefensePoint is given when a bot is selecting a spot upon which to defend. Give more critical points higher values and give auxiliary spots like sniping points lesser values.
Birelli: I'm not sure but I believe that if any DefensePoint on a given team/fort has a priority greater than 0, then any DefensePoint with a value of 0 is ignored
- byte Team
- This is the number of the team that will use the DefensePoint. See PlayerStart for what number represents each color team.
Related Topics
Comments
Legal: Where does the bot stand? The center, anywhere within collision radius etc...?
Tarquin: Centre, I think.
Legal: :pissed: