• All navigation points have a bPlayerOnly attribute. If set to true, it means that only Players (bots) will use this path for navigation. Its not perfect, but if you put two in a row along a hallway with turns, it will probably keep the creatures from going through that hall. Exceptions are if the creature is close behind a player and in hot pursuit, or if he is already very close to the path when he tries to use navigation.

  • Homebase Homebase of creatures whose tag is the same as the Homebase actor. Creatures who fear the player will flee to their homebase if they have one. There, they will turn and fight. When a creature reaches its homebase, it will face in the direction specified by the homebase’s orientation. Also, it will check for nearby ambushpoints whose tag = the creature’s tag, and if any are found will go to them.

  • InventorySpot Automatically inserted during PATHS DEFINE to identify location of inventory (for bots.

  • LiftCenter Place this Navigation Point at the spot on a lift you want the creature to stand while using the lift. Its LiftTag should be set to the tag of the lift it is on.

  • LiftExit LiftExits should be place at the spots you want creatures to wait before getting on a lift. Their LiftTag should be set to the tag of the lift they are associated with.

  • AlarmPoints Alarmpoints are designed to be used in conjunction with the alarmtag to cause creatures to perform complex actions upon seeing a player. If the Alarmpoint’s event is set, it will trigger all creatures with that tag when the alarm creature reaches the Alarmpoint. The attributes are:

  • NextAlarm: The next alarmpoint to go to after this one. If none, the creature will revert to normal AI after completing the actions specified by this point.

  • PauseTime: How long to pause at this alarmpoint.

  • DuckTime: How long to pause after playing the AlarmAnim (only used if an AlarmAnim is specified). Its called ducktime, because a typical use would be to have the creature duck, wait for ducktime, and then stand up and shoot (if bAttackWhilePaused is true). If you want to the creature to track the player while ducking, be sure to set bAttackWhilePaused.

  • AlarmAnim: If specified, the creature will play this animation upon reaching the alarmpoint, as well as the AlarmSound if specified.

  • bStrafeTo: If true, and the creature can strafe, then the creature will strafe to this AlarmPoint, facing the enemy player. If the creature has a moving attack, it will fire while strafing if it has a clear shot.

  • bAttackWhilePaused: If true, the creature will shoot at the player while paused (unless he has a ShootTarget). If the player is not visible, the creature will fire at where he last saw the player.

  • bNoFail: If true, the creature will never give up trying to get to this Alarmpoint (just as it never gives up trying to get to other alarmtag actors). If false, and the creature gets knocked off its path, it may give up if it can no longer easily get to the alarmpoint.

  • bStopIfNoEnemy: If true, and the enemy is not visible, creature will stop at this Alarmpoint until it sees the enemy again. Otherwise, it will continue progessing through the Alarm actions.

  • bKillMe: Any creatures that are triggered by this alarmpoint (their tag = the alarmpoint’s event) will hate and kill the triggering creature, even if they wouldn’t normally.

  • bDestroyAlarmTriggerer When a creature reaches this alarmpoint (and it is the creature’s alarmtag destination), the creature is immediately destroyed.

  • ShootTarget: If bAttackWhilePaused is true and ShootTarget has the tag of some actor, the creature will fire at that actor rather than the player.

  • AlarmSound: If an AlarmAnim is specified, the AlarmSound will be played in conjunction with the AlarmAnim.

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