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UE3:GameAICommand (UDK)

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UDK Object >> GameAICommand
Package: 
GameFramework
Within class: 
GameAIController


Properties[edit]

bAborted[edit]

Type: bool

Modifiers: transient, private

Command has been aborted and should be popped next frame

bAllowNewSameClassInstance[edit]

Type: bool

if this is FALSE and we're trying to push a new instance of a given class, but the top of the stack is already an instance of that class ignore the attempted push

bIgnoreNotifies[edit]

Type: bool


bPendingPop[edit]

Type: bool

Modifiers: transient, private

this command is about to be popped, and shouldn't have resumed called on it when children are popped

bReplaceActiveSameClassInstance[edit]

Type: bool

if this is TRUE, when we try to push a new instance of a command who has the same class as the command on the top of the stack, pop the one on the stack, and push the new one NOTE: This trumps bAllowNewClassInstance (e.g. if this is true and bAllowNewClassInstance is false the active instance will still be replaced)

ChildCommand[edit]

Type: GameAICommand

Modifiers: const, transient

Current child node executing on top of this command

ChildStatus[edit]

Type: name

Modifiers: const, transient

Exiting status of the last child command to execute

GameAIOwner[edit]

Type: GameAIController

Modifiers: transient

Extra reference to the AI this command is being used by

Status[edit]

Type: name

Modifiers: transient

Exiting status of this command

Functions[edit]

Static functions[edit]

InitCommand[edit]

static function bool InitCommand (GameAIController AI)

Simple constructor that pushes a new instance of the command for the AI

InitCommandUserActor[edit]

static function bool InitCommandUserActor (GameAIController AI, Actor UserActor)

Simple constructor that takes one extra userdata param *

Native functions[edit]

ShouldIgnoreNotifies[edit]

final native function bool ShouldIgnoreNotifies () const


Events[edit]

DrawDebug[edit]

event DrawDebug (HUD H, name Category)


GetDumpString[edit]

event string GetDumpString ()


InternalPaused[edit]

final event InternalPaused (GameAICommand NewCommand)

Called when another command is pushed on top of this one

InternalPopped[edit]

event InternalPopped ()

Called when command popped to perform any necessary cleanup, independent of the individual command implementations -

See: Popped() instead

InternalPrePushed[edit]

final event InternalPrePushed (GameAIController AI)

called to set up internal pointers to the owning AI, before Pushed is called

InternalPushed[edit]

final event InternalPushed ()

Called when command pushed to perform any necessary work, independent of the individual command implementations -

See: Pushed() instead

InternalResumed[edit]

final event InternalResumed (name OldCommandName)

Called when the command that was on top of this one in the stack is popped

InternalTick[edit]

final event InternalTick (float DeltaTime)


Other instance functions[edit]

AllowStateTransitionTo[edit]

function bool AllowStateTransitionTo (name StateName)


AllowTransitionTo[edit]

function bool AllowTransitionTo (class<GameAICommandAttemptCommand)


GetDebugOverheadText[edit]

function GetDebugOverheadText (PlayerController PC, out array<stringOutText)

Used to get text from the AICmds *

Paused[edit]

function Paused (GameAICommand NewCommand)


Popped[edit]

function Popped ()

Notification when this command has popped

PostPopped[edit]

function PostPopped ()

called just before popped.. useful for cleaning up things before the popped chain gets called

PrePushed[edit]

function PrePushed (GameAIController AI)

called to set up internal pointers to the owning AI, before Pushed is called

Pushed[edit]

function Pushed ()

Notification called when this command has pushed

Resumed[edit]

function Resumed (name OldCommandName)


Tick[edit]

function Tick (float DeltaTime)

OVERRIDABLE INTERFACE[edit]

States[edit]

DEBUGSTATE[edit]

=[edit]

DEBUG STATES

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DEBUGSTATE.BeginState[edit]

event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

DEBUGSTATE.ContinuedState[edit]

event ContinuedState ()

Overrides: Object.ContinuedState (global)

Called on the state that is no longer paused because of a PopState().

DEBUGSTATE.EndState[edit]

event EndState (name NextStateName)

Overrides: Object.EndState (global)

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

DEBUGSTATE.PausedState[edit]

event PausedState ()

Overrides: Object.PausedState (global)

Called on the state that is being paused because of a PushState().

DEBUGSTATE.PoppedState[edit]

event PoppedState ()

Overrides: Object.PoppedState (global)

Called immediately in the current state that is being popped off of the state stack, before the new state is activated.

DEBUGSTATE.PushedState[edit]

event PushedState ()

Overrides: Object.PushedState (global)

Called immediately in the new state that was pushed onto the state stack, before any state code is executed.

DelayFailure[edit]

=[edit]

DEBUG STATES

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Extends: DEBUGSTATE

DelaySuccess[edit]

=[edit]

DEBUG STATES

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Extends: DEBUGSTATE