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UE2:NavigationPoint (UT2004)
Contents
- 1 Properties
- 1.1 Property group 'NavigationPoint'
- 1.2 Internal variables
- 1.2.1 bAlreadyVisited
- 1.2.2 BaseDist
- 1.2.3 BaseVisible
- 1.2.4 bAutoBuilt
- 1.2.5 bBlockable
- 1.2.6 bCanReach
- 1.2.7 bDestinationOnly
- 1.2.8 bEndPoint
- 1.2.9 bestPathWeight
- 1.2.10 bFlyingPreferred
- 1.2.11 bForcedOnly
- 1.2.12 bForceNoStrafing
- 1.2.13 bHideEditorPaths
- 1.2.14 bMayCausePain
- 1.2.15 bMustBeReachable
- 1.2.16 bNoAutoConnect
- 1.2.17 bNotBased
- 1.2.18 bPathsChanged
- 1.2.19 bReceivePlayerToucherDiedNotify
- 1.2.20 bSourceOnly
- 1.2.21 bSpecialForced
- 1.2.22 bSpecialMove
- 1.2.23 bTransientEndPoint
- 1.2.24 cost
- 1.2.25 FearCost
- 1.2.26 InventoryCache
- 1.2.27 InventoryDist
- 1.2.28 LastDetourWeight
- 1.2.29 MaxPathSize
- 1.2.30 nextNavigationPoint
- 1.2.31 nextOrdered
- 1.2.32 PathList
- 1.2.33 previousPath
- 1.2.34 prevOrdered
- 1.2.35 taken
- 1.2.36 TransientCost
- 1.2.37 visitedWeight
- 1.3 Default values
- 2 Functions
- Package:
- Engine
- Direct subclasses:
- AssaultPath, BlockedPath, Door, JumpDest, JumpPad, KarmaBoostDest, LiftCenter, LiftExit, PathNode, ShootSpot, SmallNavigationPoint
- This class in other games:
- RTNP, U1, UT, U2, U2XMP, UT2003, UE2Runtime, UT3, UDK
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NavigationPoint.
NavigationPoints are organized into a network to provide AIControllers the capability of determining paths to arbitrary destinations in a level
Properties[edit]
[edit]
bAlwaysUseStrafing[edit]
Type: bool
shouldn't use bAdvancedTactics going to this point
bBlocked[edit]
Type: bool
this path is currently unuseable
bMakeSourceOnly[edit]
Type: bool
bNeverUseStrafing[edit]
Type: bool
shouldn't use bAdvancedTactics going to this point
bNoSuperSize[edit]
Type: bool
hack for Leviathans, which pretend to be smaller than they really are to use the path network - this forces them not to use a path
bOneWayPath[edit]
Type: bool
reachspecs from this path only in the direction the path is facing (180 degrees)
bPropagatesSound[edit]
Type: bool
this navigation point can be used for sound propagation (around corners)
Default value: True
bVehicleDestination[edit]
Type: bool
if true, forced paths to this node will have max width to accomodate vehicles
ExtraCost[edit]
Type: int
Extra weight added by level designer
ForcedPaths[edit]
Type: name
Array size: 4
list of names of NavigationPoints which should always be connected from this path
ProscribedPaths[edit]
Type: name
Array size: 4
List of names of other NavigationPoints which should never be connected from this NavigationPoint. Instead of the names of auto-generated markers spots such as InventorySpots, Doors, AutoLadders, AIMarkers and WarpZoneMarkers, the names of the marked Pickups/xPickUpBases, Movers, LadderVolumes, AIScripts and WarpZoneInfos can be used respectively. Note that a LadderVolume name stands for all AutoLadder actor associated with the volume, but not for any manually placed Ladder actors. Mover names stand for all Door and AutoDoor actors, both manually and automatically placed.
After building paths, red connections indicate the proscribed path ReachSpecs.
Internal variables[edit]
bAlreadyVisited[edit]
Type: bool
internal use
BaseDist[edit]
Type: float
Array size: 2
used by some team game types - distance to red base
Default value, index 0: 1000000.0
Default value, index 1: 1000000.0
BaseVisible[edit]
Type: byte
Array size: 2
used by some team game types- whether this point is visible from red base or defense points
bAutoBuilt[edit]
Type: bool
Modifiers: const
placed during execution of "PATHS BUILD"
bBlockable[edit]
Type: bool
true if path can become blocked (used by pruning during path building)
bCanReach[edit]
Type: bool
Modifiers: transient
used during paths review in editor
bDestinationOnly[edit]
Type: bool
used by path building - means no automatically generated paths are sourced from this node
bEndPoint[edit]
Type: bool
Modifiers: transient
used by C++ navigation code
bestPathWeight[edit]
Type: int
Modifiers: const
bFlyingPreferred[edit]
Type: bool
preferred by flying creatures
bForcedOnly[edit]
Type: bool
only connect forced paths to this NavigationPoint
bForceNoStrafing[edit]
Type: bool
Modifiers: const
override any LD changes to bNeverUseStrafing
bHideEditorPaths[edit]
Type: bool
Modifiers: transient
don't show paths to this node in the editor
bMayCausePain[edit]
Type: bool
set in C++ if in PhysicsVolume that may cause pain
Default value: True
bMustBeReachable[edit]
Type: bool
used for PathReview code
bNoAutoConnect[edit]
Type: bool
don't connect this path to others except with special conditions (used by LiftCenter, for example)
bNotBased[edit]
Type: bool
Modifiers: const
used by path builder - if true, no error reported if node doesn't have a valid base
bPathsChanged[edit]
Type: bool
Modifiers: const
used for incremental path rebuilding in the editor
bReceivePlayerToucherDiedNotify[edit]
Type: bool
bSourceOnly[edit]
Type: bool
used by path building - means this node is not the destination of any automatically generated path
bSpecialForced[edit]
Type: bool
paths that are forced should call the SpecialCost() and SuggestMovePreparation() functions
bSpecialMove[edit]
Type: bool
if true, pawn will call SuggestMovePreparation() when moving toward this node
bTransientEndPoint[edit]
Type: bool
Modifiers: transient
set right before a path finding attempt, cleared afterward.
cost[edit]
Type: int
added cost to visit this pathnode
FearCost[edit]
Type: int
Modifiers: transient
extra weight diminishing over time (used for example, to mark path where bot died)
InventoryCache[edit]
Type: Pickup
used to point to dropped weapons
InventoryDist[edit]
Type: float
LastDetourWeight[edit]
Type: float
Modifiers: const
MaxPathSize[edit]
Type: Object.Vector
[edit]
Type: NavigationPoint
Modifiers: const
nextOrdered[edit]
Type: NavigationPoint
Modifiers: const
for internal use during route searches
PathList[edit]
Modifiers: const
index of reachspecs (used by C++ Navigation code)
previousPath[edit]
Type: NavigationPoint
Modifiers: const
prevOrdered[edit]
Type: NavigationPoint
Modifiers: const
for internal use during route searches
taken[edit]
Type: bool
set when a creature is occupying this spot
TransientCost[edit]
Type: int
Modifiers: transient
added right before a path finding attempt, cleared afterward.
visitedWeight[edit]
Type: int
Default values[edit]
Property | Value |
---|---|
bCollideWhenPlacing | True |
bHidden | True |
bNoDelete | True |
bStatic | True |
CollisionHeight | 43.0 |
CollisionRadius | 40.0 |
SoundVolume | 0 |
Texture | S_NavP |
Functions[edit]
Native functions[edit]
SetBaseDistance[edit]
Events[edit]
Accept[edit]
DetourWeight[edit]
PostBeginPlay[edit]
Overrides: Actor.PostBeginPlay