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AIScript

UT2003 :: Object >> Actor >> Keypoint >> AIScript

Used by Level Designers to specify special AI scripts for pawns placed in a level, and to change which type of AI controller to use for a pawn. AIScripts can be shared by one or many pawns. Game specific subclasses of AIScript will have editable properties defining game specific behavior and AI. This is the base class for ScriptedSequence.

Properties

Main

class<AIController> ControllerClass

Hidden

bool bNavigate
If true, put an associated path in the navigation network
bool bLoggingEnabled
AIMarker? myMarker
The NavigationPoint created when bot paths are built

Functions

(incomplete)

SpawnControllerFor(Pawn P)
Spawn and initialize an AI Controller (called by a non-player controlled Pawn at level startup) This sets the Controller.MyScript property and calls Controller.Possess
GetMoveTarget()
Returns the myMarker property as an Actor

Known Subclasses

Related Topics

Discussion

SuperApe: Filled in properties and functions. Linked up.


Category Class (UT2003)

Category Class (UT2004)

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