Always snap to grid
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)
- 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.
SuperApe: Based on the property usage, I've made educated guesses about their types.