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UE2:AssaultPath (UT2003)

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UT2003 Object >> Actor >> NavigationPoint >> AssaultPath
Package: 
UnrealGame
This class in other games:
UT2004

AssaultPath used to specify alternate routes for attackers

Properties[edit]

Property group 'AssaultPath'[edit]

bEnabled[edit]

Type: bool


Default value: True

bNoGrouping[edit]

Type: bool

bots won't wait to reform squads at this assault path

bNoReturn[edit]

Type: bool


bReturnOnly[edit]

Type: bool


ObjectiveTag[edit]

Type: name


PathTag[edit]

Type: name

Array size: 4

paths that fan out from the same first AssaultPath share the same PathTag, more than one path can go through a given assaultpath

Position[edit]

Type: int

specifies relative position in a chain of AssaultPaths with the same PathTag and the same ObjectiveTag

Priority[edit]

Type: float

0 to 1, higher means heavier weighting when determining whether to use this path

Default value: 1.0

Internal variables[edit]

AssociatedObjective[edit]

Type: GameObjective


bFirstPath[edit]

Type: bool


Default value: True

bLastPath[edit]

Type: bool


Default value: True

NextPath[edit]

Type: AssaultPath


Functions[edit]

Events[edit]

Trigger[edit]

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger


Other instance functions[edit]

AddTo[edit]

function AddTo (GameObjective O)


FindNextPath[edit]

function AssaultPath FindNextPath (name AlternatePathTag)


FindPreviousPath[edit]

function AssaultPath FindPreviousPath (name AlternatePathTag)


HasPathTag[edit]

function bool HasPathTag (name aPathTag)


PickTag[edit]

function name PickTag ()


ValidatePathTags[edit]

function ValidatePathTags ()