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U2.U2NPCController

Extends
AIController
Modifiers
abstract

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller
      |   
      +-- Engine.LicenseeController
         |   
         +-- Engine.AIController
            |   
            +-- U2.U2NPCController

Direct Known Subclasses:

ControllerProxy, StationaryPawnController, U2NPCControllerScriptable

Constants Summary
NotImplementedMessage="function not implemented"
OrdersAttack='attack'
OrdersDefend='defend'
OrdersFollow='follow'
OrdersGoto='goto'
OrdersHold='hold'
OrdersNone=''
OrdersSquad='squad'
StyleBackOff=-1.6
StyleCharge=10.0
StyleClose=1.6
StyleNeutral=0.0
StyleRetreat=-5.0
StyleRunaway=-10.0
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

Variables Summary
Controller
boolbVisibleAI
Inherited Variables from Engine.AIController
bAdjustFromWalls, bHunting, Skill
Inherited Variables from Engine.LicenseeController
bDebugForced, bTrackStateChanges, DebugFlags, LastStateChangeContextLineNum, LastStateChangeContextNameStr, LastStateChangeLabel, LPawn

Enumerations Summary
Inherited Enumerations from Engine.AIController
EReaction

Functions Summary
function AIMessage (string Prefix, coerce string Msg, optional bool bSkipLine ))
function BigJump (Actor JumpDest)
functionbool CanDoRagdollHit ()))
functionbool CanFire (bool bTest ))
functionbool CanKnockdown (Pawn Instigator, vector HitLocation, float Damage, class<DamageType> DamageType, vector Momentum ))
functionbool CanPanic (Pawn Instigator, vector HitLocation, float Damage, class<DamageType> DamageType, vector Momentum ))
functionbool 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)
functionstring GetAIEventInfo ()))
functionfloat GetBounceLifespan ()))
function GetExtendedInformation (out array<string> ReturnedStrings)
functionstring GetExtendedStateInformation ()))
functionbool GetFaceSpecialGoal ()
functionbool GetIsKamikaze ()))
functionbool GetIsSniping ()))
functionstring GetMetaStateName ()))
functionstring GetMetaStateNameShort ()))
functionint GetNumWeapons ()))
functionObject GetOrderGiver ()
functionname GetOrders ()))
functionActor GetOrdersObject ()))
functionfloat GetOrdersThreshold ()))
functionbool GetQuickFire ()))
functionActor GetSpecialGoal ()
functionfloat GetSpecialGoalDistance ()
function HandleIncoming (Actor IncomingActor, vector IncomingDirection, float IncomingSpeed)
functionbool HasScript ()))
function HearPickup (Pawn Other)
function HideActor (Actor A ))
functionbool IsFiring ()))
functionbool IsMeleeAttacking ()))
function MaybeInheritEnemy (Pawn Other, Pawn NewEnemy, optional bool bCanSee ))
functionbool 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)
functionbool OKToHit (Actor HitActor, vector HitLocation, vector HitNormal ))
functionbool ReadyForAction ()))
functionbool ReadyForOrders ()))
function ReflectNotify (name NotifyName)
function RefreshWeapon (name WeaponName)
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)
functionbool 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)
functionbool SetTestMoveTarget (Actor TargetActor, optional float MoveSpeed, optional ETacticalMoveType TMT)
functionbool ShouldBounceProjectile ()))
function ShowActor (Actor A, optional float NewDrawScale, optional ERenderStyle NewStyle ))
function Shutdown (bool bVal)
functionbool SupportsWeaponAltFire (Weapon W ))
functionbool SupportsWeaponFire (Weapon W ))
functionbool UnderScriptControl ()))
function VerifyStateChange (name OldState, name NewState, name Label, bool bGoto, string ContextNameStr, int ContextLineNum)
function YellAt (Pawn Moron)
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


Constants Detail

NotImplementedMessage Source code

const NotImplementedMessage = "function not implemented";

OrdersAttack Source code

const OrdersAttack = 'attack';

OrdersDefend Source code

const OrdersDefend = 'defend';

OrdersFollow Source code

const OrdersFollow = 'follow';

OrdersGoto Source code

const OrdersGoto = 'goto';

OrdersHold Source code

const OrdersHold = 'hold';

OrdersNone Source code

const OrdersNone = '';

OrdersSquad Source code

const OrdersSquad = 'squad';

StyleBackOff Source code

const StyleBackOff = -1.6;

StyleCharge Source code

const StyleCharge = 10.0;

StyleClose Source code

const StyleClose = 1.6;

StyleNeutral Source code

const StyleNeutral = 0.0;

StyleRetreat Source code

const StyleRetreat = -5.0;

StyleRunaway Source code

const StyleRunaway = -10.0;


Variables Detail

Controller

bVisibleAI Source code

var(Controller) globalconfig bool bVisibleAI;


Functions Detail

AIMessage Source code

function AIMessage ( string Prefix, coerce string Msg, optional bool bSkipLine ) )

BigJump Source code

function BigJump ( Actor JumpDest )

CanDoRagdollHit Source code

function bool CanDoRagdollHit ( ) )

CanFire Source code

function bool CanFire ( bool bTest ) )

CanKnockdown Source code

function bool CanKnockdown ( Pawn Instigator, vector HitLocation, float Damage, class<DamageType> DamageType, vector Momentum ) )

CanPanic Source code

function bool CanPanic ( Pawn Instigator, vector HitLocation, float Damage, class<DamageType> DamageType, vector Momentum ) )

CheckTargetInAttackRange Source code

function bool CheckTargetInAttackRange ( bool bTest ) )

DMAI Source code

function DMAI ( coerce string Msg, optional bool bForce ) )

DMAIA Source code

function DMAIA ( coerce string Msg, optional bool bForce ) )

DMAIE Source code

function DMAIE ( coerce string Msg, optional bool bForce ) )

DMAIL Source code

function DMAIL ( coerce string Msg, optional bool bForce ) )

DMAIM Source code

function DMAIM ( coerce string Msg, optional bool bForce ) )

DMAssert Source code

function DMAssert ( bool bTestCondition, coerce string Msg, optional coerce string PreFix ) )

DumpAIEvents Source code

function DumpAIEvents ( )

DyingRestart Source code

function DyingRestart ( ) )

EnableProbeEvent Source code

function EnableProbeEvent ( name EventName, bool bVal )

ForceNavigationError Source code

function ForceNavigationError ( bool bScriptedStateMoves, bool bMoveTarget, bool bMinZ )

GetAIEventInfo Source code

function string GetAIEventInfo ( ) )

GetBounceLifespan Source code

function float GetBounceLifespan ( ) )

GetExtendedInformation Source code

function GetExtendedInformation ( out array<string> ReturnedStrings )

GetExtendedStateInformation Source code

function string GetExtendedStateInformation ( ) )

GetFaceSpecialGoal Source code

function bool GetFaceSpecialGoal ( )

GetIsKamikaze Source code

function bool GetIsKamikaze ( ) )

GetIsSniping Source code

function bool GetIsSniping ( ) )

GetMetaStateName Source code

function string GetMetaStateName ( ) )

GetMetaStateNameShort Source code

function string GetMetaStateNameShort ( ) )

GetNumWeapons Source code

function int GetNumWeapons ( ) )

GetOrderGiver Source code

function Object GetOrderGiver ( )

GetOrders Source code

function name GetOrders ( ) )

GetOrdersObject Source code

function Actor GetOrdersObject ( ) )

GetOrdersThreshold Source code

function float GetOrdersThreshold ( ) )

GetQuickFire Source code

function bool GetQuickFire ( ) )

GetSpecialGoal Source code

function Actor GetSpecialGoal ( )

GetSpecialGoalDistance Source code

function float GetSpecialGoalDistance ( )

HandleIncoming Source code

function HandleIncoming ( Actor IncomingActor, vector IncomingDirection, float IncomingSpeed )

HasScript Source code

function bool HasScript ( ) )

HearPickup Source code

function HearPickup ( Pawn Other )

HideActor Source code

function HideActor ( Actor A ) )

IsFiring Source code

function bool IsFiring ( ) )

IsMeleeAttacking Source code

function bool IsMeleeAttacking ( ) )

MaybeInheritEnemy Source code

function MaybeInheritEnemy ( Pawn Other, Pawn NewEnemy, optional bool bCanSee ) )

MaybeSetEnemy Source code

function bool MaybeSetEnemy ( Pawn NewEnemy, optional bool bAlertingOthers ) )

NavigationError Source code

function NavigationError ( U2Pawn.EErrorType ErrorType, string ErrorMessage ) )

NILog Source code

function NILog ( coerce string ContextStr ) )

NotifyStateChange Source code

event NotifyStateChange ( name OldState, name NewState, name Label, bool bGoto, string ContextNameStr, int ContextLineNum ) )

NPCError Source code

function NPCError ( U2Pawn.EErrorType ErrorType, coerce string Msg ) )

NPCErrorExternal Source code

function NPCErrorExternal ( coerce string Msg )

NPCErrorInternal Source code

function NPCErrorInternal ( coerce string Msg )

OKToHit Source code

function bool OKToHit ( Actor HitActor, vector HitLocation, vector HitNormal ) )

ReadyForAction Source code

function bool ReadyForAction ( ) )

ReadyForOrders Source code

function bool ReadyForOrders ( ) )

ReflectNotify Source code

function ReflectNotify ( name NotifyName )

RefreshWeapon Source code

function RefreshWeapon ( name WeaponName )

ReloadScriptController Source code

function ReloadScriptController ( )

SetDebugAI Source code

function SetDebugAI ( bool bVal ) )

SetDebugAIAttacks Source code

function SetDebugAIAttacks ( bool bVal ) )

SetDebugAIEvents Source code

function SetDebugAIEvents ( bool bVal ) )

SetDebugAIFlags Source code

function SetDebugAIFlags ( int Value ) )

SetDebugAIMovement Source code

function SetDebugAIMovement ( bool bVal ) )

SetDormant Source code

function SetDormant ( bool bVal, optional bool bStayDormantVal )

SetExecuteOrders Source code

function SetExecuteOrders ( bool bVal )

SetOrders Source code

function bool SetOrders ( optional name NewOrders, optional Actor NewOrdersObject, optional float NewOrdersThreshold, optional Object NewOrderGiver, optional bool bAcknowledge )

SetRandomSoundTimer Source code

function SetRandomSoundTimer ( )

SetScript Source code

function SetScript ( string NewCommandFileName, optional string NewStartLabel )

SetSpecialGoal Source code

function SetSpecialGoal ( Actor NewSpecialGoal, optional float NewSpecialGoalDistance, optional bool bFaceSpecialGoalNew )

SetTestMoveTarget Source code

function bool SetTestMoveTarget ( Actor TargetActor, optional float MoveSpeed, optional ETacticalMoveType TMT )

ShouldBounceProjectile Source code

function bool ShouldBounceProjectile ( ) )

ShowActor Source code

function ShowActor ( Actor A, optional float NewDrawScale, optional ERenderStyle NewStyle ) )

Shutdown Source code

function Shutdown ( bool bVal )

SupportsWeaponAltFire Source code

function bool SupportsWeaponAltFire ( Weapon W ) )

SupportsWeaponFire Source code

function bool SupportsWeaponFire ( Weapon W ) )

UnderScriptControl Source code

function bool UnderScriptControl ( ) )

VerifyStateChange Source code

function VerifyStateChange ( name OldState, name NewState, name Label, bool bGoto, string ContextNameStr, int ContextLineNum )

YellAt Source code

function YellAt ( Pawn Moron )


Defaultproperties

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