Cogito, ergo sum
- int sequence_Number
- Used to specify the to order of the points in a path.
- float curveSpeed
- How fast the object must move at this point. (affects shape of path, not really speed)
- float speedU
- Speed factor, a value of 1 will travel through the segment in 1 second, 0 stop, 2 in 1/2 second, etc.
- vector pVelocity
- calculated internally, the velocity at this point
GTD-Carthage: I've been playing with ObjectPaths and PathPoints a while ago. Can someone trully determine precisely HOW the curve of the following object is affected? Has anyone thought of how this could actually help in more fluid aircraft movement in UT and other would-be scripted stuff out there? :)