//============================================================================= // VolumePathNode // Useful for flying or swimming // Defines "reachable" area by growing collision cylinder from initial // radius/height specified by LD, until an obstruction is reached. // VolumePathNodes can reach any NavigationPath within their volume, as // well as other VolumePathNodes with overlapping cylinders. // NavigationPoints directly below the volumepathnode cylinder will also // be tested for connectivity during path building. // Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. //============================================================================= class VolumePathNode extends PathNode native; /** when path building, the cylinder starts at this size and does traces/point checks to refine * to a size that isn't embedded in world geometry * can be modified by LDs to adjust building behavior */ var() float StartingRadius, StartingHeight; cpptext { virtual UBOOL ReachedBy(APawn* P, const FVector& TestPosition, const FVector& Dest); virtual UBOOL ShouldBeBased(); virtual void InitForPathFinding(); #if WITH_EDITOR virtual void addReachSpecs(AScout *Scout, UBOOL bOnlyChanged); virtual void ReviewPath(APawn* Scout); virtual UBOOL CanPrunePath(INT index); #endif } defaultproperties { Begin Object NAME=Sprite Sprite=Texture2D'EditorResources.VolumePath' End Object bNoAutoConnect=true DrawScale=+1.0 bFlyingPreferred=true bVehicleDestination=true bNotBased=true bBuildLongPaths=false StartingRadius=2000.0 StartingHeight=2000.0 }