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// SpecialVehicleObjectives are used to mark the end of special paths that a vehicle is required to reach, but have something a vehicle cannot // get (like a pickup). Bots will only consider following one of these paths if it is enabled and the bot is controlling a vehicle of one the // allowed classes. When they reach this point, they will exit the vehicle and continue to the associated actor on foot. class SpecialVehicleObjective extends RoadPathNode; var() array<class<Vehicle> > AccessibleVehicleClasses; //classes of vehicles that are capable of reaching this point var() name AssociatedActorTag; var() float MaxDist; //if greater than 0, bots will never go here unless they are already this close var Actor AssociatedActor; var bool bEnabled; var SpecialVehicleObjective NextSpecialVehicleObjective; var Pawn TeamOwner[4]; //AI pawns currently headed to this point function PostBeginPlay() { local UnrealMPGameInfo G; Super.PostBeginPlay(); foreach AllActors(class'Actor', AssociatedActor, AssociatedActorTag) break; G = UnrealMPGameInfo(Level.Game); if (G != None) { NextSpecialVehicleObjective = G.SpecialVehicleObjectives; G.SpecialVehicleObjectives = self; } } function bool IsAccessibleTo(Pawn BotPawn) { local int i; if (!bEnabled || (MaxDist > 0 && VSize(BotPawn.Location - Location) > MaxDist)) return false; for (i = 0; i < AccessibleVehicleClasses.length; i++) if (ClassIsChildOf(BotPawn.Class, AccessibleVehicleClasses[i])) return true; return false; } function Trigger(Actor Other, Pawn EventInstigator) { bEnabled = false; } function Untrigger(Actor Other, Pawn EventInstigator) { if (AssociatedActor != None) bEnabled = true; } function Reset() { bEnabled = false; } defaultproperties { bNotBased=True } |
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