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//============================================================================= // NavigationPoint. //============================================================================= class NavigationPoint extends Actor native; #exec Texture Import File=Textures\S_Pickup.pcx Name=S_Pickup Mips=Off Flags=2 //------------------------------------------------------------------------------ // NavigationPoint variables var() name ownerTeam; //creature clan owning this area (area visible from this point) var() name ProscribedPaths[4]; // list of names or tags of NavigationPoints which should never be connected from this path var() name ForcedPaths[4]; // list of names or tags of NavigationPoints which should always be connected from this path var bool taken; //set when a creature is occupying this spot var int upstreamPaths[16]; var int Paths[16]; //index of reachspecs (used by C++ Navigation code) var int PrunedPaths[16]; var NavigationPoint VisNoReachPaths[16]; //paths that are visible but not directly reachable var int visitedWeight; var actor RouteCache; var const int bestPathWeight; var NavigationPoint nextNavigationPoint; var const NavigationPoint nextOrdered; var const NavigationPoint prevOrdered; var const NavigationPoint startPath; var const NavigationPoint previousPath; var int cost; //added cost to visit this pathnode var() int ExtraCost; var() bool bPlayerOnly; //only players should use this path var bool bEndPoint; //used by C++ navigation code var bool bEndPointOnly; //only used as an endpoint in routing network var bool bSpecialCost; //if true, navigation code will call SpecialCost function for this navigation point var() bool bOneWayPath; //reachspecs from this path only in the direction the path is facing (180 degrees) var bool bAutoBuilt; // placed during execution of "PATHS BUILD" var() bool bNoStrafeTo; // Pawn should never use serpentine movement upon entering this path. var() byte PathDescription; // pointer to path description in zoneinfo LocationStrings array var transient pointer EditorData; var() int ForcedPathSize; // When path is forced, use this as path size. var() float MaxPathDistance; // Maximum path distance (used in editor while binding paths). enum PathBuildingType { PATHING_Normal, // No special actions taken, simply check path size normally. PATHING_Proscribe, // Never bind to this pathnode. PATHING_Force, // Force to bind to this pathnode. PATHING_Special, // Special path, same as forced path but requires AI special flag. }; native(519) final function describeSpec(int iSpec, out Actor Start, out Actor End, out int ReachFlags, out int Distance); event int SpecialCost(Pawn Seeker); // New U227 functions: /* Reach flags description: 1 = Walking required. 2 = Flying required. 4 = Swimming required. 8 = Jumping required. 16 = Door way. 32 = Special path (teleporter, LiftCenter/Exit). 64 = Players only path. */ /* Very fast: Generate a new ReachSpec, example: APathN.Paths[4] = Class'USAPI'.Static.GenReachSpec(APathN,EndPoint,VSize(APathN.Location-EndPoint.Location),50,70,1,False); */ native(1712) final function int GenReachSpec( Actor Start, Actor End, int Dist, int ColR, int ColH, int RchFlgs, bool bPruned ); /* Very fast: Edit an excisting reachspec */ native(1713) final function bool EditReach( int Idx, optional Actor Start, optional Actor End, optional int Dist, optional int ColR, optional int ColH, optional int RchFlgs, optional bool bPruned ); /* Very fast: Remove an existing reachspec. WARNING: If you remove for example, reachspec #25, all remaining reachspecs after will go -1; #26 becomes #25, #27 becomes #26 etc. It could break down entire map navigation for AI! */ native(1714) final function bool RemoveReachSpec( int Idx ); // Accept an actor that has teleported in. // used for random spawning and initial placement of creatures event bool Accept( actor Incoming ) { // Move the actor here. taken = Incoming.SetLocation( Location + vect (0,0,20)); if (taken) { Incoming.Velocity = vect(0,0,0); Incoming.SetRotation(Rotation); } // Play teleport-in effect. PlayTeleportEffect(Incoming, true); return taken; } function PlayTeleportEffect(actor Incoming, bool bOut) { Level.Game.PlayTeleportEffect(Incoming, bOut, false); } // Executed in editor while building paths (this is overrided by Forced/ProscribedPaths list). event PathBuildingType EdPathBuildExec( NavigationPoint End, out int ForcedDistance ) { if( End.CanBindWith(Self) ) return PATHING_Normal; return PATHING_Proscribe; } function bool CanBindWith( NavigationPoint Start ) { return true; } defaultproperties { upstreamPaths(0)=-1 upstreamPaths(1)=-1 upstreamPaths(2)=-1 upstreamPaths(3)=-1 upstreamPaths(4)=-1 upstreamPaths(5)=-1 upstreamPaths(6)=-1 upstreamPaths(7)=-1 upstreamPaths(8)=-1 upstreamPaths(9)=-1 upstreamPaths(10)=-1 upstreamPaths(11)=-1 upstreamPaths(12)=-1 upstreamPaths(13)=-1 upstreamPaths(14)=-1 upstreamPaths(15)=-1 Paths(0)=-1 Paths(1)=-1 Paths(2)=-1 Paths(3)=-1 Paths(4)=-1 Paths(5)=-1 Paths(6)=-1 Paths(7)=-1 Paths(8)=-1 Paths(9)=-1 Paths(10)=-1 Paths(11)=-1 Paths(12)=-1 Paths(13)=-1 Paths(14)=-1 Paths(15)=-1 PrunedPaths(0)=-1 PrunedPaths(1)=-1 PrunedPaths(2)=-1 PrunedPaths(3)=-1 PrunedPaths(4)=-1 PrunedPaths(5)=-1 PrunedPaths(6)=-1 PrunedPaths(7)=-1 PrunedPaths(8)=-1 PrunedPaths(9)=-1 PrunedPaths(10)=-1 PrunedPaths(11)=-1 PrunedPaths(12)=-1 PrunedPaths(13)=-1 PrunedPaths(14)=-1 PrunedPaths(15)=-1 PathDescription=12 ForcedPathSize=150 MaxPathDistance=1000.000000 bStatic=True bHidden=True bCollideWhenPlacing=True SoundVolume=0 CollisionRadius=46.000000 CollisionHeight=50.000000 } |
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