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UE3:UTDefensePoint (UDK)
Object >> Actor >> NavigationPoint >> UTDefensePoint |
- Package:
- UTGame
- Direct subclass:
- UTHoldSpot
- This class in other games:
- UT3
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defines a place bots should defend. Bots automatically determine reasonable defending positions in sight of their objective (e.g. flag room), so these should only be used for hard to reach camping spots or choke points far from the objective area
Properties[edit]
Property group 'UTDefensePoint'[edit]
bOnlyOnFoot[edit]
Type: bool
bot should not attempt to use this script while in a vehicle
bOnlySkilled[edit]
Type: bool
low skill bots shouldn't use this defense point
bSniping[edit]
Type: bool
bots should snipe when using this script as a defense point
DefendedObjective[edit]
Type: UTGameObjective
DefenseGroup[edit]
Type: name
defensepoint grouping - bots will make sure each group has at least one defender before assigning a second
DefensePriority[edit]
Type: EDefensePriority
WeaponPreference[edit]
bots using this defense point will preferentially use this weapon
Internal variables[edit]
bFirstScript[edit]
Type: bool
first script in list of scripts
Default value: True
CurrentUser[edit]
Type: Controller
NextDefensePoint[edit]
Type: UTDefensePoint
list of defensepoints for same objective
TeamSprites[edit]
Modifiers: editoronly
sprites used for this actor in the editor, depending on which team DefendedObjective is on (if possible to determine in editor)
Default value, index 0: Texture2D'EnvyEditorResources.RedDefense'
Default value, index 1: Texture2D'EnvyEditorResources.BlueDefense'
Subobjects[edit]
Arrow[edit]
Class: Engine.ArrowComponent
Inherits from: NavigationPoint.Arrow
Property | Value |
---|---|
ReplacementPrimitive | None |
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Inherits from: NavigationPoint.CollisionCylinder
Property | Value |
---|---|
ReplacementPrimitive | None |
PathRenderer[edit]
Class: Engine.PathRenderingComponent
Inherits from: NavigationPoint.PathRenderer
Property | Value |
---|---|
ReplacementPrimitive | None |
Sprite[edit]
Class: Engine.SpriteComponent
Inherits from: NavigationPoint.Sprite
Property | Value |
---|---|
ReplacementPrimitive | None |
Sprite | Texture2D'EnvyEditorResources.DefensePoint' |
Sprite2[edit]
Class: Engine.SpriteComponent
Inherits from: NavigationPoint.Sprite2
Property | Value |
---|---|
ReplacementPrimitive | None |
Enums[edit]
EDefensePriority[edit]
- DEFPRI_Low
- this point will be used after automatic defensepoints
- DEFPRI_High
- this point will be used before automatic defensepoints
Functions[edit]
Events[edit]
PreBeginPlay[edit]
Overrides: Actor.PreBeginPlay
Reset[edit]
Overrides: Actor.Reset
Other instance functions[edit]
CheckForErrors[edit]
Overrides: Actor.CheckForErrors
FreePoint[edit]
GetMoveTarget[edit]
HigherPriorityThan[edit]
determines if this point is higher priority than the passed in point
Parameters:
- S - the point to check against
- B - the bot that's checking
- bAutoPointsInUse - whether other bot(s) on this team are using the automatic defensepoints (so allow low priority)
- bPrioritizeSameGroup - if true, prefer defensepoints of the same group as current, all else being equal
- NumChecked - the number of usable points so far
Returns:
- whether this point is a better choice