Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
Difference between revisions of "Legacy:PatrolPoint"
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==Properties == | ==Properties == | ||
− | ; Next Patrol : Put the tag of another Patrolpoint to make the pawn continue from this point to the other | + | ; Next Patrol : Put the tag of another Patrolpoint to make the pawn continue from this point to the other. Intermediate Pathnodes or NavigationPoints may be needed if there is a long distance between this PatrolPoint and the next one. |
− | ; NumAnims : | + | ; NumAnims : The number of times to loop the animation set by PatrolAnim. The animation does not seem to play when this is zero and a PatrolAnim is set. For one frame animations, set this to a number higher than 10 to see the pawn in the animation for more than a split second. |
− | ; PatrolAnim : The | + | ; PatrolAnim : The animation played by the Pawn when it reaches this PatrolPoint. |
− | ; PatrolSound : The sound played by the Pawn when patroling. | + | ; PatrolSound : The sound played by the Pawn when patroling. If the sound is looping, the Pawn will continue to make that sound until it reaches a PatrolPoint with a different sound for PatrolSound. |
− | ; PauseTime : When set to a higher number than 0 the pawn wait that time at the PatrolPoint | + | ; PauseTime : When set to a higher number than 0 the pawn wait that time at the PatrolPoint. Does not seem to work when PatrolAnim is set to something other than none. |
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+ | [[Category:Legacy Class (UT)|{{PAGENAME}}]] |
Revision as of 12:55, 30 January 2003
Actor >> NavigationPoint >> PatrolPoint
This actor is used to give a ScriptedPawn instructions on how to move around, so they just dont stand around waiting for the player. Very useful in single player maps.
(Look at the "Order-Tab" section below to see how you set the pawn to do this)
Properties
- Next Patrol
- Put the tag of another Patrolpoint to make the pawn continue from this point to the other. Intermediate Pathnodes or NavigationPoints may be needed if there is a long distance between this PatrolPoint and the next one.
- NumAnims
- The number of times to loop the animation set by PatrolAnim. The animation does not seem to play when this is zero and a PatrolAnim is set. For one frame animations, set this to a number higher than 10 to see the pawn in the animation for more than a split second.
- PatrolAnim
- The animation played by the Pawn when it reaches this PatrolPoint.
- PatrolSound
- The sound played by the Pawn when patroling. If the sound is looping, the Pawn will continue to make that sound until it reaches a PatrolPoint with a different sound for PatrolSound.
- PauseTime
- When set to a higher number than 0 the pawn wait that time at the PatrolPoint. Does not seem to work when PatrolAnim is set to something other than none.