U2.U2NPCController
- Extends
- AIController
- Modifiers
- abstract
Core.Object
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+-- Engine.Actor
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+-- Engine.Controller
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+-- Engine.LicenseeController
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+-- Engine.AIController
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+-- U2.U2NPCController
Direct Known Subclasses:
ControllerProxy, StationaryPawnController, U2NPCControllerScriptable
Inherited Contants from Engine.LicenseeController |
BeginLabel, CantMoveState, Debug_AI, Debug_AIAttacks, Debug_AIEvents, Debug_AIMovement, Event_ActorRangeTransition, Event_AnimEnd, Event_EnemyInLeapRange, Event_EnemyInMeleeRange, Event_EnemyInvalid, Event_EnemyNotInMeleeRange, Event_EnemyNotVisible, Event_EnemyRangeTransition, Event_HearNoise, Event_NotifyBump, Event_NotifyHitWall, Event_SeeAlertFriend, Event_SeeEnemy, Event_SeeFriend, Event_SeeOther, Event_Tick, Event_Timer, Event_Trigger, LandedHardState |
Functions Summary |
| | AIMessage (string Prefix, coerce string Msg, optional bool bSkipLine ))
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| | BigJump (Actor JumpDest)
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| bool | CanDoRagdollHit ()))
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| bool | CanFire (bool bTest ))
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| bool | CanKnockdown (Pawn Instigator, vector HitLocation, float Damage, class<DamageType> DamageType, vector Momentum ))
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| bool | CanPanic (Pawn Instigator, vector HitLocation, float Damage, class<DamageType> DamageType, vector Momentum ))
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| bool | CheckTargetInAttackRange (bool bTest ))
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| | DMAI (coerce string Msg, optional bool bForce ))
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| | DMAIA (coerce string Msg, optional bool bForce ))
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| | DMAIE (coerce string Msg, optional bool bForce ))
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| | DMAIL (coerce string Msg, optional bool bForce ))
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| | DMAIM (coerce string Msg, optional bool bForce ))
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| | DMAssert (bool bTestCondition, coerce string Msg, optional coerce string PreFix ))
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| | DumpAIEvents ()
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| | DyingRestart ()))
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| | EnableProbeEvent (name EventName, bool bVal)
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| | ForceNavigationError (bool bScriptedStateMoves, bool bMoveTarget, bool bMinZ)
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| string | GetAIEventInfo ()))
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| float | GetBounceLifespan ()))
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| | GetExtendedInformation (out array<string> ReturnedStrings)
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| string | GetExtendedStateInformation ()))
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| bool | GetFaceSpecialGoal ()
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| bool | GetIsKamikaze ()))
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| bool | GetIsSniping ()))
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| string | GetMetaStateName ()))
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| string | GetMetaStateNameShort ()))
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| int | GetNumWeapons ()))
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| Object | GetOrderGiver ()
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| name | GetOrders ()))
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| Actor | GetOrdersObject ()))
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| float | GetOrdersThreshold ()))
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| bool | GetQuickFire ()))
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| Actor | GetSpecialGoal ()
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| float | GetSpecialGoalDistance ()
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| | HandleIncoming (Actor IncomingActor, vector IncomingDirection, float IncomingSpeed)
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| bool | HasScript ()))
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| | HearPickup (Pawn Other)
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| | HideActor (Actor A ))
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| bool | IsFiring ()))
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| bool | IsMeleeAttacking ()))
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| | MaybeInheritEnemy (Pawn Other, Pawn NewEnemy, optional bool bCanSee ))
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| bool | MaybeSetEnemy (Pawn NewEnemy, optional bool bAlertingOthers ))
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| | NavigationError (U2Pawn.EErrorType ErrorType, string ErrorMessage ))
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| | NILog (coerce string ContextStr ))
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| | NotifyStateChange (name OldState, name NewState, name Label, bool bGoto, string ContextNameStr, int ContextLineNum ))
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| | NPCError (U2Pawn.EErrorType ErrorType, coerce string Msg ))
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| | NPCErrorExternal (coerce string Msg)
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| | NPCErrorInternal (coerce string Msg)
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| bool | OKToHit (Actor HitActor, vector HitLocation, vector HitNormal ))
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| bool | ReadyForAction ()))
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| bool | ReadyForOrders ()))
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| | ReflectNotify (name NotifyName)
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| | RefreshWeapon (name WeaponName)
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| | ReloadScriptController ()
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| | SetDebugAI (bool bVal ))
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| | SetDebugAIAttacks (bool bVal ))
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| | SetDebugAIEvents (bool bVal ))
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| | SetDebugAIFlags (int Value ))
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| | SetDebugAIMovement (bool bVal ))
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| | SetDormant (bool bVal, optional bool bStayDormantVal)
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| | SetExecuteOrders (bool bVal)
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| bool | SetOrders (optional name NewOrders, optional Actor NewOrdersObject, optional float NewOrdersThreshold, optional Object NewOrderGiver, optional bool bAcknowledge)
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| | SetRandomSoundTimer ()
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| | SetScript (string NewCommandFileName, optional string NewStartLabel)
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| | SetSpecialGoal (Actor NewSpecialGoal, optional float NewSpecialGoalDistance, optional bool bFaceSpecialGoalNew)
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| bool | SetTestMoveTarget (Actor TargetActor, optional float MoveSpeed, optional ETacticalMoveType TMT)
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| bool | ShouldBounceProjectile ()))
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| | ShowActor (Actor A, optional float NewDrawScale, optional ERenderStyle NewStyle ))
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| | Shutdown (bool bVal)
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| bool | SupportsWeaponAltFire (Weapon W ))
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| bool | SupportsWeaponFire (Weapon W ))
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| bool | UnderScriptControl ()))
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| | VerifyStateChange (name OldState, name NewState, name Label, bool bGoto, string ContextNameStr, int ContextLineNum)
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| | YellAt (Pawn Moron)
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Inherited Functions from Engine.AIController |
AdjustDesireFor, AdjustView, AllowPickupWeaponSwitch, DisableSenses, DisplayDebug, EnableSenses, GetAimingLocation, GetSkill, GetTacticalMoveType, HearPickup, MoverFinished, PreBeginPlay, PrepareForMove, Reset, SetSkill, SwitchToBestWeapon, UnderLift, UpdateTactics, WaitForMover |
Inherited Functions from Engine.LicenseeController |
AddDebugFlag, AnimEnd, BeginState, DebugAI, DebugAIAttacks, DebugAIEvents, DebugAIForced, DebugAIMovement, EndState, Freeze, GetDebugFlags, GetPlayerName, GetTrackStateChanges, GetWalkingPctScale, HandleLandedHard, InitLicenseePawn, LandedHardDone, MantleBegin, MantleEnd, NotifyStateChange, PawnDied, Possess, PostBeginPlay, RemoveDebugFlag, SetDebugFlags, SetTrackStateChanges, ToggleDebugFlag, UnFreeze |
const NotImplementedMessage = "function not implemented";
const OrdersAttack = 'attack';
const OrdersDefend = 'defend';
const OrdersFollow = 'follow';
const OrdersGoto = 'goto';
const OrdersHold = 'hold';
const OrdersNone = '';
const OrdersSquad = 'squad';
const StyleBackOff = -1.6;
const StyleCharge = 10.0;
const StyleClose = 1.6;
const StyleNeutral = 0.0;
const StyleRetreat = -5.0;
const StyleRunaway = -10.0;
Controller
function AIMessage ( string Prefix, coerce string Msg, optional bool bSkipLine ) )
function BigJump (
Actor JumpDest )
function bool CanDoRagdollHit ( ) )
function bool CanFire ( bool bTest ) )
CheckTargetInAttackRange Source code
function bool CheckTargetInAttackRange ( bool bTest ) )
function DMAI ( coerce string Msg, optional bool bForce ) )
function DMAIA ( coerce string Msg, optional bool bForce ) )
function DMAIE ( coerce string Msg, optional bool bForce ) )
function DMAIL ( coerce string Msg, optional bool bForce ) )
function DMAIM ( coerce string Msg, optional bool bForce ) )
function DMAssert ( bool bTestCondition, coerce string Msg, optional coerce string PreFix ) )
function DumpAIEvents ( )
function DyingRestart ( ) )
function EnableProbeEvent ( name EventName, bool bVal )
function ForceNavigationError ( bool bScriptedStateMoves, bool bMoveTarget, bool bMinZ )
function string GetAIEventInfo ( ) )
function float GetBounceLifespan ( ) )
GetExtendedInformation Source code
function GetExtendedInformation ( out array<string> ReturnedStrings )
GetExtendedStateInformation Source code
function string GetExtendedStateInformation ( ) )
function bool GetFaceSpecialGoal ( )
function bool GetIsKamikaze ( ) )
function bool GetIsSniping ( ) )
function string GetMetaStateName ( ) )
function string GetMetaStateNameShort ( ) )
function int GetNumWeapons ( ) )
function Object GetOrderGiver ( )
function name GetOrders ( ) )
function Actor GetOrdersObject ( ) )
function float GetOrdersThreshold ( ) )
function bool GetQuickFire ( ) )
function Actor GetSpecialGoal ( )
GetSpecialGoalDistance Source code
function float GetSpecialGoalDistance ( )
function HandleIncoming (
Actor IncomingActor,
vector IncomingDirection,
float IncomingSpeed )
function bool HasScript ( ) )
function HearPickup (
Pawn Other )
function HideActor (
Actor A ) )
function bool IsFiring ( ) )
function bool IsMeleeAttacking ( ) )
function MaybeInheritEnemy (
Pawn Other,
Pawn NewEnemy, optional
bool bCanSee ) )
function bool MaybeSetEnemy (
Pawn NewEnemy, optional
bool bAlertingOthers ) )
function NavigationError (
U2Pawn.EErrorType ErrorType,
string ErrorMessage ) )
function NILog ( coerce string ContextStr ) )
event NotifyStateChange ( name OldState, name NewState, name Label, bool bGoto, string ContextNameStr, int ContextLineNum ) )
function NPCError (
U2Pawn.EErrorType ErrorType, coerce
string Msg ) )
function NPCErrorExternal ( coerce string Msg )
function NPCErrorInternal ( coerce string Msg )
function bool ReadyForAction ( ) )
function bool ReadyForOrders ( ) )
function ReflectNotify ( name NotifyName )
function RefreshWeapon ( name WeaponName )
ReloadScriptController Source code
function ReloadScriptController ( )
function SetDebugAI ( bool bVal ) )
function SetDebugAIAttacks ( bool bVal ) )
function SetDebugAIEvents ( bool bVal ) )
function SetDebugAIFlags ( int Value ) )
function SetDebugAIMovement ( bool bVal ) )
function SetDormant ( bool bVal, optional bool bStayDormantVal )
function SetExecuteOrders ( bool bVal )
function bool SetOrders ( optional
name NewOrders, optional
Actor NewOrdersObject, optional
float NewOrdersThreshold, optional
Object NewOrderGiver, optional
bool bAcknowledge )
function SetRandomSoundTimer ( )
function SetScript ( string NewCommandFileName, optional string NewStartLabel )
function SetSpecialGoal (
Actor NewSpecialGoal, optional
float NewSpecialGoalDistance, optional
bool bFaceSpecialGoalNew )
function bool SetTestMoveTarget (
Actor TargetActor, optional
float MoveSpeed, optional
ETacticalMoveType TMT )
ShouldBounceProjectile Source code
function bool ShouldBounceProjectile ( ) )
function ShowActor (
Actor A, optional
float NewDrawScale, optional
ERenderStyle NewStyle ) )
function Shutdown ( bool bVal )
function bool SupportsWeaponAltFire (
Weapon W ) )
function bool SupportsWeaponFire (
Weapon W ) )
function bool UnderScriptControl ( ) )
function VerifyStateChange ( name OldState, name NewState, name Label, bool bGoto, string ContextNameStr, int ContextLineNum )
function YellAt (
Pawn Moron )
defaultproperties
{
UseReticleOnEvents(0)="UseReticleText"
UseReticleOnEvents(1)="UseReticleCorners"
UseReticleOnEvents(2)="UseReticleTopBars"
ProximityReticleOnEvents(0)="ProximityReticleCorners"
ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}
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Creation time: sk 3-1-2016 10:48:34.740 - Created with
UnCodeX