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Unrealscript: assigning an AI Controller/Pawn to an actor?

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Hey guys, hope you can help clear this one up for me. This is probably a really basic question, but I'm actually having trouble finding syntax and confirmation for this problem I have.

So in UDK, I have an NPC in my game, and I have MyAIController, MyAIPawn (these two extend AIController and AIPawn), GameInfo and NPCActor classes all set up. The problem is, I don't know how to say that the NPCActor has the MyAIController and the MyAIPawn as its controller and pawn.

I can do it for the PlayerActor, MyPlayerController and MyPlayerPawn classes just fine - I just set values to the DefaultPawnClass and PlayerControllerClass values in the defaultproperties section of my GameInfo class. But what should I do for an NPC character? Is this set in the NPCActor class, or GameInfo, or somewhere else? Is it actually not possible, and I just have to stuff everything into the NPCActor class?

I'd really appreciate clearing up this issue of mine; a little goes a long way for a newbie!

Edited by Sammieo

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Probably the easiest way to get an NPC would be to extend a placeable pawn (from your existing MyAIPawn class) instead of using a separate NPCActor class. In the DefaultProperties, you can set the "ControllerClass" variable to class'MyAIController' if you haven't done so in the MyAIPawn class.


The Example NPC section of http://udn.epicgames.com/Three/CharactersTechnicalGuide.html should help you out. Assuming you'll be using the same AIController for all NPCs, there's no need to create a separate variable for the controller class.


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