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
- AIController
- Artificial Intelligence – Super topic for all AI
- Bot Support – Hub for bot support
- Bot Pathing – Concepts and element of a bot path network
- Strategic Bots – Advanced bot support
- Monster Support – Hub for monster support
- NPC Support – Hub for NPC support
- Bot Support – Hub for bot support
Discussion
SuperApe: Filled in properties and functions. Linked up.