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UE2:LiftExit (UT2004)
Object >> Actor >> NavigationPoint >> LiftExit |
Contents
A marker for locations where bots can enter or leave lift Movers. The place on the mover where the bot should stand while using the lift is marked by a LiftCenter with the same LiftTag.
Properties
Property group 'LiftExit'
LiftTag
Type: name
Match the Tag of the lift Mover with this property to specify which lift this exit belongs to. Each lift should have a unique Tag, that is used for the Mover, the LiftCenter and all LiftExits.
SuggestedKeyFrame
Type: byte
Mover keyframe associated with this exit. The default value 255 lets the engine decide the best keyframe at path build time. (Not applicable for lift jump exits.)
Default value: 255
Property group 'LiftJump'
bLiftJumpExit
Type: bool
Bots should perform a lift jump to reach this exit.
bNoDoubleJump
Type: bool
Set this to True to indicate a simple lift jump without double jump is enough to reach the exit.
Internal variables
KeyFrame
Type: byte
The Mover key frame this exit is connected to. (Set by the editor when building paths. Not applicable for lift jump exits.)
MyLift
Type: Mover
The lift Mover. (Set by the editor when building paths.)
Default values
Property | Value |
---|---|
bForceNoStrafing | True |
bNeverUseStrafing | True |
bSpecialMove | True |
Texture | S_LiftExit |
Functions
Events
PostBeginPlay
Overrides: NavigationPoint.PostBeginPlay
Marks the lift mover as bJumpLift. Sets extremely high ExtraCost if the game difficulty is below Adept so bots don't use lift jump exits.
SuggestMovePreparation
Overrides: NavigationPoint.SuggestMovePreparation
Tells the bot, how to move to this lift exit. Potentially tells the bot to wait for the lift mover or a good moment to perform a lift jump.
Other instance functions
CanBeReachedFromLiftBy
Returns whether the bot can currently reach this exit. Also tells it how to perform a lift jump if this is a lift jump exit.