UE2:NavigationPoint (UT2004)

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Revision as of 10:09, 17 July 2008 by imported>Wormbo (→‎ProscribedPaths: proscribed paths to auto-generated navpoints)
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UT2004 Object >> Actor >> NavigationPoint
Package: 
Engine

NavigationPoint.

NavigationPoints are organized into a network to provide AIControllers the capability of determining paths to arbitrary destinations in a level

Properties

Property group 'NavigationPoint'

bAlwaysUseStrafing

Type: bool

shouldn't use bAdvancedTactics going to this point

bBlocked

Type: bool

this path is currently unuseable

bMakeSourceOnly

Type: bool


bNeverUseStrafing

Type: bool

shouldn't use bAdvancedTactics going to this point

bNoSuperSize

Type: bool

hack for Leviathans, which pretend to be smaller than they really are to use the path network - this forces them not to use a path

bOneWayPath

Type: bool

reachspecs from this path only in the direction the path is facing (180 degrees)

bPropagatesSound

Type: bool

this navigation point can be used for sound propagation (around corners)

Default value: True

bVehicleDestination

Type: bool

if true, forced paths to this node will have max width to accomodate vehicles

ExtraCost

Type: int

Extra weight added by level designer

ForcedPaths

Type: name

Array size: 4

list of names of NavigationPoints which should always be connected from this path

ProscribedPaths

Type: name

Array size: 4

List of names of other NavigationPoints which should never be connected from this NavigationPoint. Instead of the names of auto-generated markers spots such as InventorySpots, Doors, AutoLadders, AIMarkers and WarpZoneMarkers, the names of the marked Pickups/xPickUpBases, Movers, LadderVolumes, AIScripts and WarpZoneInfos can be used respectively. Note that a LadderVolume name stands for all AutoLadder actor associated with the volume, but not for any manually placed Ladder actors. Mover names stand for all Door and AutoDoor actors, both manually and automatically placed.

After building paths, red connections indicate the proscribed path ReachSpecs.

Internal variables

bAlreadyVisited

Type: bool

internal use

BaseDist

Type: float

Array size: 2

used by some team game types - distance to red base

Default value, index 0: 1000000.0

Default value, index 1: 1000000.0

BaseVisible

Type: byte

Array size: 2

used by some team game types- whether this point is visible from red base or defense points

bAutoBuilt

Type: bool

Modifiers: const

placed during execution of "PATHS BUILD"

bBlockable

Type: bool

true if path can become blocked (used by pruning during path building)

bCanReach

Type: bool

Modifiers: transient

used during paths review in editor

bDestinationOnly

Type: bool

used by path building - means no automatically generated paths are sourced from this node

bEndPoint

Type: bool

Modifiers: transient

used by C++ navigation code

bestPathWeight

Type: int

Modifiers: const


bFlyingPreferred

Type: bool

preferred by flying creatures

bForcedOnly

Type: bool

only connect forced paths to this NavigationPoint

bForceNoStrafing

Type: bool

Modifiers: const

override any LD changes to bNeverUseStrafing

bHideEditorPaths

Type: bool

Modifiers: transient

don't show paths to this node in the editor

bMayCausePain

Type: bool

set in C++ if in PhysicsVolume that may cause pain

Default value: True

bMustBeReachable

Type: bool

used for PathReview code

bNoAutoConnect

Type: bool

don't connect this path to others except with special conditions (used by LiftCenter, for example)

bNotBased

Type: bool

Modifiers: const

used by path builder - if true, no error reported if node doesn't have a valid base

bPathsChanged

Type: bool

Modifiers: const

used for incremental path rebuilding in the editor

bReceivePlayerToucherDiedNotify

Type: bool


bSourceOnly

Type: bool

used by path building - means this node is not the destination of any automatically generated path

bSpecialForced

Type: bool

paths that are forced should call the SpecialCost() and SuggestMovePreparation() functions

bSpecialMove

Type: bool

if true, pawn will call SuggestMovePreparation() when moving toward this node

bTransientEndPoint

Type: bool

Modifiers: transient

set right before a path finding attempt, cleared afterward.

cost

Type: int

added cost to visit this pathnode

FearCost

Type: int

Modifiers: transient

extra weight diminishing over time (used for example, to mark path where bot died)

InventoryCache

Type: Pickup

used to point to dropped weapons

InventoryDist

Type: float


LastDetourWeight

Type: float

Modifiers: const


MaxPathSize

Type: Object.Vector


nextNavigationPoint

Type: NavigationPoint

Modifiers: const


nextOrdered

Type: NavigationPoint

Modifiers: const

for internal use during route searches

PathList

Type: array<ReachSpec>

Modifiers: const

index of reachspecs (used by C++ Navigation code)

previousPath

Type: NavigationPoint

Modifiers: const


prevOrdered

Type: NavigationPoint

Modifiers: const

for internal use during route searches

taken

Type: bool

set when a creature is occupying this spot

TransientCost

Type: int

Modifiers: transient

added right before a path finding attempt, cleared afterward.

visitedWeight

Type: int


Default values

Property Value
bCollideWhenPlacing True
bHidden True
bNoDelete True
bStatic True
CollisionHeight 43.0
CollisionRadius 40.0
SoundVolume 0
Texture S_NavP

Functions

Native functions

SetBaseDistance

native final function SetBaseDistance (int BaseNum)


Events

Accept

event bool Accept (Actor Incoming, Actor Source)


DetourWeight

event float DetourWeight (Pawn Other, float PathWeight)


PostBeginPlay

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


SpecialCost

event int SpecialCost (Pawn Seeker, ReachSpec Path)


SuggestMovePreparation

event bool SuggestMovePreparation (Pawn Other)


Other instance functions

MoverClosed

function MoverClosed ()


MoverOpened

function MoverOpened ()


PlayerToucherDied

function PlayerToucherDied (Pawn P)


ProceedWithMove

function bool ProceedWithMove (Pawn Other)


SetBaseVisibility

function SetBaseVisibility (int BaseNum)