Cogito, ergo sum

UE3:GameCrowdAgentBehavior (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 11:47, 6 November 2009 by (Talk)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
UDK Object >> GameCrowdAgentBehavior
Package: 
GameFramework
Direct subclasses:
GameCrowdBehavior_PlayAnimation, GameCrowdBehavior_RunFromPanic, GameCrowdBehavior_WaitForGroup, GameCrowdBehavior_WaitInQueue


Properties[edit]

Property group 'GameCrowdAgentBehavior'[edit]

bFaceActionTargetFirst[edit]

Type: bool

If true, must face action target before starting behavior

bIdleBehavior[edit]

Type: bool

If true, agent should idle (not move between destinations)/

bIsViralBehavior[edit]

Type: bool

If true, pass on to agents encountered

MaxPlayerDistance[edit]

Type: float

Agent must be within this distance of the player to perform this behavior

Default value: 10000.0

Internal variables[edit]

ActionTarget[edit]

Type: Actor

actor to aim at during actions

bIsPanicked[edit]

Type: bool

true when agent is currently panicked

MyAgent[edit]

Type: GameCrowdAgent

Agent currently implementing this behavior instance

Functions[edit]

Native functions[edit]

HandleMovement[edit]

native function bool HandleMovement ()

Handles movement destination updating for agent.

Returns:

true if destination updating was handled

ShouldEndIdle[edit]

native function bool ShouldEndIdle ()

Called every tick when agent is currently idle (because bIdleBehavior is true)

Returns:

true if should end idle (bIdleBehavior should also become false)

Tick[edit]

native function Tick (float DeltaTime)

Agent's current behavior gets ticked

Events[edit]

FinishedTargetRotation[edit]

event FinishedTargetRotation ()

Event when agent is facing action target, called if bFaceActionTarget=true

OnAnimEnd[edit]

event OnAnimEnd (AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime)

Anim end notification called by GameCrowdAgent.OnAnimEnd().

PropagateViralBehaviorTo[edit]

event PropagateViralBehaviorTo (GameCrowdAgent OtherAgent)

When two agents encounter each other, and one has a viral behavior and the other doesn't, the viral behavior is called to have a chance to propagate itself to the uninfected OtherAgent.

Other instance functions[edit]

ActivatedBy[edit]

function ActivatedBy (Actor NewActionTarget)

Called if agent wants to provide an action target to its behavior.

AllowBehaviorAt[edit]

function bool AllowBehaviorAt (GameCrowdDestination Destination)

return true if get kismet or new behavior from this destination

AllowThisDestination[edit]

function bool AllowThisDestination (GameCrowdDestination Destination)

Return true if agent is allowed to go to destination while performing this behavior

CanBeUsedBy[edit]

function bool CanBeUsedBy (GameCrowdAgent Agent, Object.Vector CameraLoc)

This function is called on an archetype - do not modify any properties here!

ChangingDestination[edit]

function ChangingDestination (GameCrowdDestination NewDest)

Notification that MyAgent is changing destinations

GetBehaviorString[edit]

function string GetBehaviorString ()

Get debug string about agent behavior

GetDestinationActor[edit]

function Actor GetDestinationActor ()

Returns action agent wants behavior to be moving toward.

InitBehavior[edit]

function InitBehavior (GameCrowdAgent Agent)

Called when Agent activates this behavior

StopBehavior[edit]

function StopBehavior ()

Called when Agent stops this behavior