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Difference between revisions of "Legacy:PatrolPoint"
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− | {{classbox| [[Legacy:Actor|Actor]] >> [[Legacy:NavigationPoint|NavigationPoint]] >> PatrolPoint }} | + | {{classbox| [[Legacy:UT|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:NavigationPoint (UT)|NavigationPoint (UT)]] >> PatrolPoint (Package: Engine)}} |
This actor is used to give a [[Legacy:ScriptedPawn|ScriptedPawn]] instructions on how to move around, so they just dont stand around waiting for the player. Very useful in single player maps. | This actor is used to give a [[Legacy:ScriptedPawn|ScriptedPawn]] instructions on how to move around, so they just dont stand around waiting for the player. Very useful in single player maps. | ||
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(Look at the "Order-Tab" section below to see how you set the pawn to do this) | (Look at the "Order-Tab" section below to see how you set the pawn to do this) | ||
− | ==Properties == | + | ==Properties== |
− | ; Next Patrol : Put the tag of another Patrolpoint to make the pawn continue from this point to the other. Intermediate Pathnodes or NavigationPoints may be needed if there is a long distance between this PatrolPoint and the next one. | + | ; name Next Patrol : Put the tag of another Patrolpoint to make the pawn continue from this point to the other. Intermediate Pathnodes or NavigationPoints may be needed if there is a long distance between this PatrolPoint and the next one. |
− | ; NumAnims : The number of times to loop the animation set by PatrolAnim. The animation does not seem to play when this is zero and a PatrolAnim is set. For one frame animations, set this to a number higher than 10 to see the pawn in the animation for more than a split second. | + | ; int NumAnims : The number of times to loop the animation set by PatrolAnim. The animation does not seem to play when this is zero and a PatrolAnim is set. For one frame animations, set this to a number higher than 10 to see the pawn in the animation for more than a split second. |
− | ; PatrolAnim : The animation played by the Pawn when it reaches this PatrolPoint. | + | ; name PatrolAnim : The animation played by the Pawn when it reaches this PatrolPoint. You must set <em>PauseTime</em> to a non zero value also. |
− | ; PatrolSound : The sound played by the Pawn when patroling. If the sound is looping, the Pawn will continue to make that sound until it reaches a PatrolPoint with a different sound for PatrolSound. | + | ; sound PatrolSound : The sound played by the Pawn when patroling. If the sound is looping, the Pawn will continue to make that sound until it reaches a PatrolPoint with a different sound for PatrolSound. |
− | ; PauseTime : | + | ; float PauseTime: If <em>PatrolAnim</em> is set to <code>none</code>, the pawn will wait that time at the PatrolPoint. If set to 0, <em>PatrolAnim</em> will not play. |
+ | |||
+ | ==Related Topics== | ||
+ | * [[Legacy:ScriptedPawn|ScriptedPawn]] | ||
+ | * [[Legacy:Basic ScriptedPawn Tutorial|Basic ScriptedPawn Tutorial]] | ||
+ | * [[Legacy:AlarmPoint|AlarmPoint]] | ||
+ | * [[Legacy:AmbushPoint|AmbushPoint]] | ||
+ | * [[Legacy:HomeBase|HomeBase]] | ||
+ | |||
+ | ==Discussion== | ||
+ | |||
+ | '''SuperApe:''' Based on the property usage, I've made educated guesses about their types. | ||
[[Category:Legacy Class (UT)|{{PAGENAME}}]] | [[Category:Legacy Class (UT)|{{PAGENAME}}]] |
Latest revision as of 13:45, 19 August 2014
This actor is used to give a ScriptedPawn instructions on how to move around, so they just dont stand around waiting for the player. Very useful in single player maps.
(Look at the "Order-Tab" section below to see how you set the pawn to do this)
Properties[edit]
- name Next Patrol
- Put the tag of another Patrolpoint to make the pawn continue from this point to the other. Intermediate Pathnodes or NavigationPoints may be needed if there is a long distance between this PatrolPoint and the next one.
- int NumAnims
- The number of times to loop the animation set by PatrolAnim. The animation does not seem to play when this is zero and a PatrolAnim is set. For one frame animations, set this to a number higher than 10 to see the pawn in the animation for more than a split second.
- name PatrolAnim
- The animation played by the Pawn when it reaches this PatrolPoint. You must set PauseTime to a non zero value also.
- sound PatrolSound
- The sound played by the Pawn when patroling. If the sound is looping, the Pawn will continue to make that sound until it reaches a PatrolPoint with a different sound for PatrolSound.
- float PauseTime
- If PatrolAnim is set to
none
, the pawn will wait that time at the PatrolPoint. If set to 0, PatrolAnim will not play.
Related Topics[edit]
Discussion[edit]
SuperApe: Based on the property usage, I've made educated guesses about their types.