UE3:GameAICommand (UDK)

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


Properties

bAborted

Type: bool

Modifiers: transient, private

Command has been aborted and should be popped next frame

bAllowNewSameClassInstance

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

Type: bool


bPendingPop

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

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

Type: GameAICommand

Modifiers: const, transient

Current child node executing on top of this command

ChildStatus

Type: name

Modifiers: const, transient

Exiting status of the last child command to execute

GameAIOwner

Type: GameAIController

Modifiers: transient

Extra reference to the AI this command is being used by

Status

Type: name

Modifiers: transient

Exiting status of this command

Functions

Static functions

InitCommand

static function bool InitCommand (GameAIController AI)

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

InitCommandUserActor

static function bool InitCommandUserActor (GameAIController AI, Actor UserActor)

Simple constructor that takes one extra userdata param *

Native functions

ShouldIgnoreNotifies

final native function bool ShouldIgnoreNotifies () const


Events

DrawDebug

event DrawDebug (HUD H, name Category)


GetDumpString

event string GetDumpString ()


InternalPaused

final event InternalPaused (GameAICommand NewCommand)

Called when another command is pushed on top of this one

InternalPopped

event InternalPopped ()

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

See: Popped() instead

InternalPrePushed

final event InternalPrePushed (GameAIController AI)

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

InternalPushed

final event InternalPushed ()

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

See: Pushed() instead

InternalResumed

final event InternalResumed (name OldCommandName)

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

InternalTick

final event InternalTick (float DeltaTime)


Other instance functions

AllowStateTransitionTo

function bool AllowStateTransitionTo (name StateName)


AllowTransitionTo

function bool AllowTransitionTo (class<GameAICommandAttemptCommand)


GetDebugOverheadText

function GetDebugOverheadText (PlayerController PC, out array<stringOutText)

Used to get text from the AICmds *

Paused

function Paused (GameAICommand NewCommand)


Popped

function Popped ()

Notification when this command has popped

PostPopped

function PostPopped ()

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

PrePushed

function PrePushed (GameAIController AI)

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

Pushed

function Pushed ()

Notification called when this command has pushed

Resumed

function Resumed (name OldCommandName)


Tick

function Tick (float DeltaTime)

OVERRIDABLE INTERFACE

States

DEBUGSTATE

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DEBUG STATES

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DEBUGSTATE.BeginState

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

event ContinuedState ()

Overrides: Object.ContinuedState (global)

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

DEBUGSTATE.EndState

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

event PausedState ()

Overrides: Object.PausedState (global)

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

DEBUGSTATE.PoppedState

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

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

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DEBUG STATES

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Extends: DEBUGSTATE

DelaySuccess

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DEBUG STATES

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Extends: DEBUGSTATE