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UE2:NavigationPoint (U2XMP)

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U2XMP Object >> Actor >> NavigationPoint
Package: 
Engine
Direct subclasses:
AlternatePath, AmbushPoint, ArtifactSpawnPoint, BlockedPath, CableNode, Door, FlyNode, InventorySpot, Ladder, LevelLoadingView, LiftCenter, LiftExit, PathNode, PlayerStart, ReplicatorSpawnPoint, ShadowNode, SpawnPoint, Teleporter, U2FlagBase, WarpZoneMarker
This class in other games:
RTNP, U1, UT, U2, UT2003, UE2Runtime, UT2004, UT3, UDK

NavigationPoint.

NavigationPoints are organized into a network to provide AIControllers the capability of determining paths to arbitrary destinations in a level

Properties

Property group 'NavigationPoint'

bAllowFlyPaths

Type: bool

if false, won't get any flying paths out of this navigation point

Default value: True

bAllowJumpPaths

Type: bool

if false, won't get any jumping paths out of this navigation point

Default value: True

bAllowSwimPaths

Type: bool

if false, won't get any swimming paths out of this navigation point

Default value: True

bBlocked

Type: bool

this path is currently unuseable

bDisabled

Type: bool

used to temporarily enable/disable selected/all navigation points while tweaking paths in specific areas

bFindBase

Type: bool

if false, path building code doesn't find/check base for navigation point

Default value: True

bNeverUseStrafing

Type: bool

shouldn't use advanced tactics going to this point

bOneWayPath

Type: bool

reachspecs from this path only in the direction the path is facing (180 degrees)

bPropagatesSound

Type: bool

this navigation point can be used for sound propagation (around corners)

Default value: True

ConnectFlags

Type: EConnectFlags

(CFL_SOURCEDEST) -- can be set in editor to restrict use of navigation point in building paths (e.g. for testing)

ExtraCost

Type: int

Extra weight added by level designer

ForcedPaths

Type: name

Array size: 4

list of names of NavigationPoints which should always be connected from this path

PathList

Type: array<ReachSpec>

Modifiers: const, editconst

index of reachspecs (used by C++ Navigation code)

ProscribedPaths

Type: name

Array size: 4

list of names of NavigationPoints which should never be connected from this path

Internal variables

bAutoBuilt

Type: bool

Modifiers: const

placed during execution of "PATHS BUILD"

bAutoPlaced

Type: bool

Modifiers: const

placed as marker for another object during a paths define

bEndPoint

Type: bool

Modifiers: transient

used by C++ navigation code

bestPathWeight

Type: int

Modifiers: const


bForceNoStrafing

Type: bool

Modifiers: const

NEW (mdf) serpentine support -- override any LD changes to bNeverUseStrafing

bPathsChanged

Type: bool

Modifiers: const

used for incremental path rebuilding in the editor

bSpecialCost

Type: bool

if true, navigation code will call SpecialCost function for this navigation point

bSpecialMove

Type: bool


cost

Type: int

added cost to visit this pathnode

nextNavigationPoint

Type: NavigationPoint

Modifiers: const


nextOrdered

Type: NavigationPoint

Modifiers: const

for internal use during route searches

OldEditorLocation

Type: Object.Vector

NEW (mdf) dirty paths fix

PathInCount

Type: int

Modifiers: const

NEW (mdf) number of paths into navigation point

PathOutCount

Type: int

Modifiers: const

NEW (mdf) number of paths out of navigation point

previousPath

Type: NavigationPoint

Modifiers: const


prevOrdered

Type: NavigationPoint

Modifiers: const

for internal use during route searches

taken

Type: bool

set when a creature is occupying this spot

visitedWeight

Type: int


Default values

Property Value
bCollideWhenPlacing True
bHidden True
bNoDelete True
bStatic True
CollisionHeight 50.0
CollisionRadius 50.0
SoundVolume 0
Texture Texture'Engine.S_NavP'

Enums

EConnectFlags

CFL_SourceDest 
(default) navigation point can be a source or destination node in paths
CFL_Source 
navigation point can be a source node in paths (e.g. LiftCenter)
CFL_Dest 
navigation point can be a destination node in paths
CFL_None 
navigation point not used when building paths

Functions

Events

SpecialCost

event int SpecialCost (Pawn Seeker)


SuggestMovePreparation

event bool SuggestMovePreparation (Pawn Other)


Other instance functions

Accept

function bool Accept (Actor Incoming, Actor Source)


MoverClosed

function MoverClosed ()


MoverOpened

function MoverOpened ()


ProceedWithMove

function bool ProceedWithMove (Pawn Other)