Game Development Reference
In-Depth Information
// declare it at the start so you can use it throughout the script
Var int _PathNode;
/** Distance our pawn needs to get to the node before it starts
looking for a new one */
var int CloseEnough;
3.
We need to override PostBeginPlay() in our class as well. All we're doing here
is storing all of the PathNodes on a map to our array with the line WayPoints.
AddItem( Current ); .
/*======================================================
* Called right after the map loads
=======================================================*/
simulated function PostBeginPlay()
{
local PathNode Current;
/** Calls all of the PostBeginPlay functions from
parent classes*/
super.PostBeginPlay();
//add the PathNodes to the array
foreach WorldInfo.AllActors(class'Pathnode',Current)
{
WayPoints.AddItem( Current );
}
}
4.
Just as we had for our last AI Controller, we need to add event Posses .
This tells our pawn to start moving as soon as the map loads.
/*=======================================================
* Forces the pawn to begin moving as soon as the map
loads
=======================================================*/
event Possess(Pawn inPawn, bool bVehicleTransition)
{
super.Possess(inPawn, bVehicleTransition);
Pawn.SetMovementPhysics();
}
5.
We also need to override Tick() , which is called every frame. All it does is check
that our pawn exists, and if it does, call our PathFind() function each frame.
/*=======================================================
* Called each frame
=======================================================*/
simulated function Tick(float DeltaTime)
{
 
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