43 lines
1.5 KiB
Ucode
43 lines
1.5 KiB
Ucode
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class ActorFactoryAI extends ActorFactory
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config(Editor)
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native;
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cpptext
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{
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virtual AActor* CreateActor( const FVector* const Location, const FRotator* const Rotation, const class USeqAct_ActorFactory* const ActorFactoryData );
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/**
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* If the ActorFactory thinks it could create an Actor with the current settings.
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* Can Used to determine if we should add to context menu or if the factory can be used for drag and drop.
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*
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* @param OutErrorMsg Receives localized error string name if returning FALSE.
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* @param bFromAssetOnly If true, the actor factory will check that a valid asset has been assigned from selection. If the factory always requires an asset to be selected, this param does not matter
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* @return True if the actor can be created with this factory
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*/
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virtual UBOOL CanCreateActor( FString& OutErrorMsg, UBOOL bFromAssetOnly = FALSE );
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virtual AActor* GetDefaultActor();
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};
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var() class<AIController> ControllerClass;
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var() class<Pawn> PawnClass;
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var() string PawnName;
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/** whether or not to give the spawned Pawn the default inventory for the gametype being played */
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var() bool bGiveDefaultInventory;
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/** additional inventory to give the Pawn */
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var() array< class<Inventory> > InventoryList;
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/** what team to put the AI on */
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var() int TeamIndex;
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defaultproperties
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{
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ControllerClass=class'AIController'
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TeamIndex=255
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bPlaceable=false
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}
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