Engine
Class AIScript

source: C:\XIII\Engine\Classes\AIScript.uc
Core.Object
   |
   +--Engine.Actor
      |
      +--Engine.Keypoint
         |
         +--Engine.AIScript
Direct Known Subclasses:None

class AIScript
extends Engine.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 a built-in Unreal class and it shouldn't be modified. //=============================================================================
Variables
 class ControllerClass
 AIScript NextScript
           Tag of next ScriptedSequence
 name NextScriptTag
           Tag of next ScriptedSequence
 float SkillModifier
           skill modifier (same scale as game difficulty)


Function Summary
 void SpawnControllerFor(Pawn P)
     
/* SpawnController()
Spawn and initialize an AI Controller (called by a non-player controlled Pawn at level startup)
*/



Source Code


00001	//=============================================================================
00002	// AIScript - used by Level Designers to specify special AI scripts for pawns 
00003	// placed in a level, and to change which type of AI controller to use for a pawn.
00004	// AIScripts can be shared by one or many pawns. 
00005	// Game specific subclasses of AIScript will have editable properties defining game specific behavior and AI
00006	// This is a built-in Unreal class and it shouldn't be modified.
00007	//=============================================================================
00008	class AIScript extends Keypoint 
00009		native
00010		placeable;
00011	
00012	var() class<AIController> ControllerClass;
00013	var()	float	SkillModifier;		// skill modifier (same scale as game difficulty)	
00014	var() name NextScriptTag;	// Tag of next ScriptedSequence
00015	var AIScript NextScript;
00016	
00017	
00018	/* SpawnController()
00019	Spawn and initialize an AI Controller (called by a non-player controlled Pawn at level startup)
00020	*/
00021	function SpawnControllerFor(Pawn P)
00022	{
00023		local AIController C;
00024	
00025		if ( ControllerClass == None )
00026		{
00027			if ( P.ControllerClass == None )
00028				return;
00029			C = Spawn(P.ControllerClass);
00030		}
00031		else
00032			C = Spawn(ControllerClass);
00033		C.MyScript = self;
00034		C.Skill += SkillModifier;
00035		C.Possess(P);
00036	}
00037	
00038	defaultproperties
00039	{
00040	}

End Source Code