I don't need to test my programs. I have an error-correcting modem.
UE3:UTDefensePoint (UDK)
Object >> Actor >> NavigationPoint >> UTDefensePoint |
- Package:
- UTGame
- Direct subclass:
- UTHoldSpot
- This class in other games:
- UT3
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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
Property group 'UTDefensePoint'
bOnlyOnFoot
Type: bool
bot should not attempt to use this script while in a vehicle
bOnlySkilled
Type: bool
low skill bots shouldn't use this defense point
bSniping
Type: bool
bots should snipe when using this script as a defense point
DefendedObjective
Type: UTGameObjective
DefenseGroup
Type: name
defensepoint grouping - bots will make sure each group has at least one defender before assigning a second
DefensePriority
Type: EDefensePriority
WeaponPreference
bots using this defense point will preferentially use this weapon
Internal variables
bFirstScript
Type: bool
first script in list of scripts
Default value: True
CurrentUser
Type: Controller
NextDefensePoint
Type: UTDefensePoint
list of defensepoints for same objective
TeamSprites
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
Arrow
Class: Engine.ArrowComponent
Inherits from: NavigationPoint.Arrow
Property | Value |
---|---|
ReplacementPrimitive | None |
CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: NavigationPoint.CollisionCylinder
Property | Value |
---|---|
ReplacementPrimitive | None |
PathRenderer
Class: Engine.PathRenderingComponent
Inherits from: NavigationPoint.PathRenderer
Property | Value |
---|---|
ReplacementPrimitive | None |
Sprite
Class: Engine.SpriteComponent
Inherits from: NavigationPoint.Sprite
Property | Value |
---|---|
ReplacementPrimitive | None |
Sprite | Texture2D'EnvyEditorResources.DefensePoint' |
Sprite2
Class: Engine.SpriteComponent
Inherits from: NavigationPoint.Sprite2
Property | Value |
---|---|
ReplacementPrimitive | None |
Enums
EDefensePriority
- DEFPRI_Low
- this point will be used after automatic defensepoints
- DEFPRI_High
- this point will be used before automatic defensepoints
Functions
Events
PreBeginPlay
Overrides: Actor.PreBeginPlay
Reset
Overrides: Actor.Reset
Other instance functions
CheckForErrors
Overrides: Actor.CheckForErrors
FreePoint
GetMoveTarget
HigherPriorityThan
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