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KFMod.PatrolingPoint

Extends
PathNode

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.NavigationPoint
      |   
      +-- Engine.PathNode
         |   
         +-- KFMod.PatrolingPoint

Variables Summary
vectorLookDirection
PatrolingPoint
boolbRunToThisPoint
PatrolingPointnextPatrolPoint
floatPatrolPauseTime
namePatrolWaitForEvent
Inherited Variables from Engine.NavigationPoint
bAlreadyVisited, bAlwaysUseStrafing, BaseDist[2], BaseVisible[2], bAutoBuilt, bBlockable, bBlocked, bCanReach, bDestinationOnly, bEndPoint, bestPathWeight, bFlyingPreferred, bForcedOnly, bForceNoStrafing, bHideEditorPaths, bMakeSourceOnly, bMayCausePain, bMustBeReachable, bNeverUseStrafing, bNoAutoConnect, bNoOutgoingJumps, bNoSuperSize, bNotBased, bOneWayPath, bPathsChanged, bPropagatesSound, bReceivePlayerToucherDiedNotify, bSourceOnly, bSpecialForced, bSpecialMove, bTransientEndPoint, bVehicleDestination, cost, ExtraCost, FearCost, ForcedPaths[4], InventoryCache, InventoryDist, LastDetourWeight, MaxPathSize, nextNavigationPoint, nextOrdered, PathList, previousPath, prevOrdered, ProscribedPaths[4], taken, TransientCost, visitedWeight

Functions Summary
function PostBeginPlay ()))
Inherited Functions from Engine.NavigationPoint
Accept, DetourWeight, MoverClosed, MoverOpened, PlayerToucherDied, PostBeginPlay, ProceedWithMove, SetBaseDistance, SetBaseVisibility, SpecialCost, SuggestMovePreparation


Variables Detail

LookDirection Source code

var vector LookDirection;

PatrolingPoint

bRunToThisPoint Source code

var(PatrolingPoint) bool bRunToThisPoint;

nextPatrolPoint Source code

var(PatrolingPoint) edfindable PatrolingPoint nextPatrolPoint;

PatrolPauseTime Source code

var(PatrolingPoint) float PatrolPauseTime;

PatrolWaitForEvent Source code

var(PatrolingPoint) name PatrolWaitForEvent;


Functions Detail

PostBeginPlay Source code

function PostBeginPlay ( ) )


Defaultproperties

defaultproperties
{
     Texture=Texture'Engine.S_NavP'
}

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Creation time: Fri 13-10-2023 03:18:50.503 - Created with UnCodeX