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UE3:UTDefensePoint (UDK)

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UDK Object >> Actor >> NavigationPoint >> UTDefensePoint
Package: 
UTGame
Direct subclass:
UTHoldSpot
This class in other games:
UT3

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]

Type: class<Weapon>

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]

Type: array<Texture2D>

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]

event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


Reset[edit]

event Reset ()

Overrides: Actor.Reset


Other instance functions[edit]

CheckForErrors[edit]

function bool CheckForErrors ()

Overrides: Actor.CheckForErrors


FreePoint[edit]

function FreePoint ()


GetMoveTarget[edit]

function Actor GetMoveTarget ()


HigherPriorityThan[edit]

function bool HigherPriorityThan (UTDefensePoint S, UTBot B, bool bAutoPointsInUse, bool bPrioritizeSameGroup, out int NumChecked)

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