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Difference between revisions of "Legacy:NavigationPoint (UT)"
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Children of this class form the bot AI navigation system. During the compilation process, two navigation points get linked by paths if one of them is in the line of view of a bot which is located at the position of the other one and the bot could go there at least in one direction. Each [[Legacy:Pickup (UT)|Pickup (UT)]] and [[Legacy:PlayerStart|PlayerStart]] has its own NavigationPoint. The most common NavigationPoints are the [[Legacy:PathNode|PathNode]]s which simply are NavigationPoints which have a texture which makes it possible to put them in a map where the PathNodes build the backbone of the maps navigation system. | Children of this class form the bot AI navigation system. During the compilation process, two navigation points get linked by paths if one of them is in the line of view of a bot which is located at the position of the other one and the bot could go there at least in one direction. Each [[Legacy:Pickup (UT)|Pickup (UT)]] and [[Legacy:PlayerStart|PlayerStart]] has its own NavigationPoint. The most common NavigationPoints are the [[Legacy:PathNode|PathNode]]s which simply are NavigationPoints which have a texture which makes it possible to put them in a map where the PathNodes build the backbone of the maps navigation system. | ||
− | See [[Legacy: | + | See the main [[Legacy:Artificial Intelligence|Artificial Intelligence]] topic page, and [[Legacy:Bot Navigation|bot navigation]] for a technical overview. |
− | See | + | See [[Legacy:NavigationPoint|NavigationPoint]] for the UT2003 version of this class. |
[[Image:Legacy_NavigationPointExamples.jpeg|center|Different types of NavigationPoint with the paths between them showing in UnrealEd]] | [[Image:Legacy_NavigationPointExamples.jpeg|center|Different types of NavigationPoint with the paths between them showing in UnrealEd]] | ||
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; NavigationPoint nextNavigationPoint (const) : Next NavigationPoint in the [[Legacy:Linked List|Linked List]] of the map's NavigationPoints. | ; NavigationPoint nextNavigationPoint (const) : Next NavigationPoint in the [[Legacy:Linked List|Linked List]] of the map's NavigationPoints. | ||
; NavigationPoint nextOrdered (const) : | ; NavigationPoint nextOrdered (const) : | ||
− | ; int Paths[16] : | + | ; int Paths[16] : Index of reachspecs (used by C++ Navigation code) |
; NavigationPoint previousPath (const) : | ; NavigationPoint previousPath (const) : | ||
; NavigationPoint prevOrdered (const) : | ; NavigationPoint prevOrdered (const) : | ||
− | ; int PrunedPaths[16] : | + | ; int PrunedPaths[16] : |
; [[Legacy:Actor|Actor]] routeCache : | ; [[Legacy:Actor|Actor]] routeCache : | ||
; NavigationPoint startPath (const) : | ; NavigationPoint startPath (const) : | ||
; bool taken : Set when a creature is occupying this spot. | ; bool taken : Set when a creature is occupying this spot. | ||
− | ; int upstreamPaths[16] : | + | ; int upstreamPaths[16] : |
; int visitedWeight : | ; int visitedWeight : | ||
; NavigationPoint VisNoReachPaths[16] : Paths that are visible but not directly reachable. | ; NavigationPoint VisNoReachPaths[16] : Paths that are visible but not directly reachable. | ||
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==Known subclasses == | ==Known subclasses == | ||
− | For a list of these grouped by usage with a summary, see [[Legacy: | + | For a list of these grouped by usage with a summary, see [[Legacy:Types Of Pathnode|Types of Pathnode]]. |
* [[Legacy:AlarmPoint|AlarmPoint]] | * [[Legacy:AlarmPoint|AlarmPoint]] | ||
* [[Legacy:AlternatePath|AlternatePath]] | * [[Legacy:AlternatePath|AlternatePath]] | ||
Line 60: | Line 60: | ||
* [[Legacy:InventorySpot|InventorySpot]] – Automatically placed by the game; don't use. | * [[Legacy:InventorySpot|InventorySpot]] – Automatically placed by the game; don't use. | ||
* [[Legacy:LiftCenter (UT)|LiftCenter (UT)]] | * [[Legacy:LiftCenter (UT)|LiftCenter (UT)]] | ||
− | ** [[Legacy:JumpSpot | + | ** [[Legacy:JumpSpot|JumpSpot]] |
** [[Legacy:PainPath|PainPath]] | ** [[Legacy:PainPath|PainPath]] | ||
** [[Legacy:TranslocDest|TranslocDest]] | ** [[Legacy:TranslocDest|TranslocDest]] |
Revision as of 04:22, 15 March 2004
Children of this class form the bot AI navigation system. During the compilation process, two navigation points get linked by paths if one of them is in the line of view of a bot which is located at the position of the other one and the bot could go there at least in one direction. Each Pickup (UT) and PlayerStart has its own NavigationPoint. The most common NavigationPoints are the PathNodes which simply are NavigationPoints which have a texture which makes it possible to put them in a map where the PathNodes build the backbone of the maps navigation system.
See the main Artificial Intelligence topic page, and bot navigation for a technical overview.
See NavigationPoint for the UT2003 version of this class.
Properties
- bool bNeverUseStrafing
- Shouldn't use bAdvancedTactics going to this point.
- bool bOneWayPath
- Reachspecs from this path only in the direction the path is facing. (180 degrees)
- bool bPlayerOnly
- Only players should use this path.
- int ExtraCost
- name ownerTeam
- Creature clan owning this area. (area visible from this point)
Hidden
- bool bAutoBuilt
- Placed during execution of "PATHS BUILD".
- bool bEndPoint
- Used by C++ navigation code.
- bool bEndPointOnly
- Only used as an endpoint in routing network.
- int bestPathWeight (const)
- bool bSpecialCost
- If true, navigation code will call SpecialCost function for this navigation point.
- bool bTwoWay
- Hacked here to fix CTF problems post release. (used by Botpack.AlternatePath)
- int cost
- Added cost to visit this pathnode.
- NavigationPoint nextNavigationPoint (const)
- Next NavigationPoint in the Linked List of the map's NavigationPoints.
- NavigationPoint nextOrdered (const)
- int Paths[16]
- Index of reachspecs (used by C++ Navigation code)
- NavigationPoint previousPath (const)
- NavigationPoint prevOrdered (const)
- int PrunedPaths[16]
- Actor routeCache
- NavigationPoint startPath (const)
- bool taken
- Set when a creature is occupying this spot.
- int upstreamPaths[16]
- int visitedWeight
- NavigationPoint VisNoReachPaths[16]
- Paths that are visible but not directly reachable.
Methods
- bool Accept (Actor Incoming, Actor Source) [event]
- Accept an actor that has teleported in. Used for random spawning and initial placement of creatures.
- describeSpec (int iSpec, out Actor Start, out Actor End, out int ReachFlags, out int Distance) [native, final]
- PlayTeleportEffect (Actor Incoming, bool bOut)
- int SpecialCost (Pawn Seeker) [event]
Known subclasses
For a list of these grouped by usage with a summary, see Types of Pathnode.
- AlarmPoint
- AlternatePath
- AmbushPoint
- AssaultRandomizer
- BlockedPath
- ButtonMarker – Broken actor; don't use.
- ControlPoint
- FlagBase
- HomeBase
- InventorySpot – Automatically placed by the game; don't use.
- LiftCenter (UT)
- LiftExit (UT)
- PathNode
- PatrolPoint
- PlayerStart
- QueenDest
- SpawnPoint
- Teleporter
- DelayedTeleporter (custom class)
- FavoritesTeleporter
- VisibleTeleporter
- YawTeleporter (custom class)
- Transporter
- TriggerMarker – Broken actor; don't use.
- WarpZoneMarker – Automatically placed by the game; don't use.