U2AI.U2NPCControllerAdvanced
- Extends
- U2NPCControllerBasic
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
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+-- U2AI.U2NPCControllerScriptable
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+-- U2AI.U2NPCControllerShared
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+-- U2AI.U2NPCControllerBase
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+-- U2AI.U2NPCControllerBasic
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+-- U2AI.U2NPCControllerAdvanced
Direct Known Subclasses:
U2NPCControllerBot
Inherited Variables from U2AI.U2NPCControllerBasic |
Aggressiveness, AlertTime, AmbushSpot, bAcceptedState, bChangeDir, bDeviousHunting, bDodgeFinished, BehaviorController, BehaviorControllerClass, bExecuteOrders, bFireFalling, bFrustrated, bInitiatingAttack, bKamikaze, bLeaping, bLeapNotifyTimeSet, BlockedPath, bMeleeDamagedTarget, bShowOrdersObjects, bSmartAboutTurrets, bSniping, bStationary, bStrafeDir, bTriedLastDetectedLocation, DefaultAcquisitionState, DefaultDeadLockedState, DefaultImmobileAttackState, DefaultImmobileState, DestinationResult, ExecuteOrdersThreshold, HidingSpot, ImpaleVictim, LastBumpDamageTime, LastInvFind, LastSpecialDestinationCheck, LeapLastHitWallNormal, LeapLastHitWallTime, LeapMinHitWallDelay, MaxFallbackNoDetectTime, MaxHuntTime, MeleeEndTime, NextLeapTime, OldCheckBehaviorDelay, OldCheckMetaStateDelay, OldControllerEnemy, OrderGiver, Orders, OrdersObject, OrdersThreshold, PendingLeapRotation, PendingLeapSpeed, RealLastDetectedLocation, RefireDelay, StartDodgeTime, StartTurnTime, StateStartLocation, StationarySpot, VerifyCoverRate |
Inherited Variables from U2AI.U2NPCControllerBase |
BaseAcquisitionLabel, BaseAcquisitionState, bDistressedWanderingSaved, bIsPaused, bProbeActorRangeTransition, bProbeEnemyInLeapRange, bProbeEnemyInMeleeRange, bProbeEnemyInvalid, bProbeEnemyNotInMeleeRange, bProbeEnemyNotVisible, bProbeEnemyRangeTransition, bProbeHearNoise, bProbeNotifyBump, bProbeSeeAlertFriend, bProbeSeeEnemy, bProbeSeeFriend, bProbeSeeOther, bSavedWanderingParameters, bWanderFixed, LastPainAnim, LastRandomSoundTime, MaxWanderAttempts, MaxWanderFallbackTypes, NextAdjustPositionTime, NextScriptedMoveTime, PotentialFocalPoint, TimeSinceBeginState, WalkingPctSaved, WanderDirection, WanderMinAdjustedSizeSaved, WanderMoveSpeed, WanderPauseOddsSaved, WanderSpeedMaxSaved, WanderSpeedMinSaved, WanderSpreadAngleSaved, WanderTurnToDestinationOddsSaved |
Functions Summary |
| | AddWeaponTimers ()))
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| bool | AllowPickupWeaponSwitch (Weapon Self, float CurrentRating, float PendingRating ))
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| | ChangedWeapon ()))
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| | CheckCurrentWeapon ()))
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| | CheckCurrentWeapon () @AttackMeleeState |
| | CheckCurrentWeapon () @FrozenState |
| | CheckCurrentWeapon () @ScriptedDialogState |
| | CheckCurrentWeapon () @ScriptedState |
| | CheckCurrentWeaponTimer ()))
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| | Destroyed ()))
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| | EnemyAcquired ()))
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| | FireAt (Actor A ))
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| | FireShot (byte bUseAltMode ))
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| float | GetAttackRating (Pawn Other ))
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| float | GetAttackStyle (Actor TargetActor ))
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| float | GetCurrentFireRate ()))
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| float | GetDefenseStyle (Actor TargetActor ))
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| float | GetFireRating ()))
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| int | GetNumWeapons ()))
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| EReaction | GetReactionToEnemy (Pawn EnemyPawn ))
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| float | GetSpecifiedFireRate (bool bPrimary ))
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| bool | HasInstantHitAttack ()))
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| bool | IsFiring ()))
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| bool | IsPreparedToFire (bool bOwner, optional bool bCheckWeaponRating, optional int MinWeaponRating ))
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| | NotifyAddInventory (Inventory AddedItem ))
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| | NotifyRemoveInventory (Inventory RemovedItem ))
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| | PostBeginPlay ()))
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| | RefreshWeapon (name WeaponName ))
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| | ResetGlobalAISettings ()))
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| | SelectBestWeapon ()))
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| | SelectBestWeapon () @AttackMeleeState |
| | SelectBestWeapon () @FrozenState |
| | SelectBestWeapon () @ScriptedDialogState |
| | SelectBestWeapon () @ScriptedState |
| | SelectBestWeaponTimer ()))
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| bool | SetAmmoTypeStr (string AmmoString ))
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| bool | SetOrders (optional name NewOrders, optional Actor NewOrdersObject, optional float NewOrdersThreshold, optional Object NewOrderGiver, optional bool bAcknowledge )) @WanderingState |
| bool | ShouldFireWeapon (float Rating, bool bUseAltMode ))
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| bool | ShouldSwitchToBestWeapon (float Rating, bool bUseAltMode ))
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| bool | SplashDamageAttack ()))
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| bool | SupportsWeapon (Weapon W, array WeaponsList ))
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| bool | SupportsWeaponAltFire (Weapon W ))
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| bool | SupportsWeaponFire (Weapon W ))
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| bool | SwitchToBestWeapon (optional out float Rating, optional out byte bUseAltMode ))
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| bool | TrySplashDamageAttack ()))
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| | UpdateOrders (name NewOrders, Actor NewOrdersObject, float NewOrdersThreshold, Object NewOrderGiver ))
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Inherited Functions from U2AI.U2NPCControllerBasic |
AbortedLeap, AdjustAim, AssignCoverSpot, BCBlockFiring, BCStartFiring, BeginState, BlockFiring, CanAttemptLeapAttack, CanDodge, CanDoRagdollHit, CanFire, CanImpale, CanStakeOut, CanUseStillAnimations, ChangeDestination, CheckBehaviorEnabled, CheckHoldActor, ClearCoverSpot, ClearHoldSpots, ClearOrders, ClearReferencesTo, CloseRequiresPathing, ContinueStakeOut, DamageAttitudeTo, DeferTo, Destroyed, DetermineOrdersTransition, DoLeapAttack, EndPanic, EndState, EnemyAcquired, EnemyInLeapRange, EnemyInMeleeRange, EnemyInvalid, EnemyNotInMeleeRange, EnemyRangeTransition, eventAutoBegin, eventBumpAll, eventBumpEnemy, eventBumpFriend, eventEnemyNotVisible, eventHearNoiseThreat, eventSeeEnemy, eventSeeOther, eventTakeDamage, eventTookDamage, ExecuteDodge, FaceTarget, FakeNotifyLeapBeginTimer, FearThisSpot, FindAlternativeClosePath, FindCoverActor, FindRetreatDestination, FindSpecialAttraction, FindViewSpot, FinishedLeap, FireAt, FireShot, FreezeNPCHackTimer, FriendlyBumpSpecial, GetAttackStyle, GetCurrentFireRate, GetDefenseStyle, GetDodgeSpeed, GetExtendedStateInformation, GetExtraWanderDistance, GetFinalDestinationActor, GetHoldActor, GetLeapDamage, GetLeapHighParameters, GetLeapLowParameters, GetLeapMaxParameters, GetLeapMomentumTransfer, GetLeapParameters, GetMetaStateName, GetMetaStateNameShort, GetOrderGiver, GetOrders, GetOrdersObject, GetOrdersThreshold, GetPossibleFiringLocation, GetPredictedCloseLocation, GetReachedDestinationDistance, GetReactionToEnemy, GetShouldUseDeviousTactics, GetSpecialGoal, GetSpecifiedFireRate, GetTacticalMoveType, GetTarget, HandleBump, HandleBumpedByEnemy, HandledInvalidLanding, HandleEnemyInvalid, HandleEnemyKilledSafe, HandleEnemyKilledUnSafe, HandleFinishedRotation, HandleFriendDead, HandleHoldAtDestination, HandleIncoming, HandleKnockDown, HandlePanic, HandleReachedOrdersObject, HandleRecoveredEnemy, HasInstantHitAttack, HasReachedOrdersObject, HasSquadOrders, IgnoreTargetRange, ImpaleAttack, ImpaleAttackAbort, ImpaleAttackAnimationAbort, ImpaleMountVictim, ImpalePawn, ImpaleSetLaunchVector, ImpaleUnMountVictim, InitializeState, IsFacingTarget, IsFiring, IsImpaling, IsMeleeAttacking, IsMobile, IsPreparedToFire, IsPreparedToMelee, IsRepeatFire, IsStationary, KeepAttacking, KnockDownAnim, MaybeAcquireEnemy, MaybeAlertOthers, MaybeClearHuntingEnemy, MaybeFire, MaybeSetEnemy, MayFall, MeleeAttack, MeleeAttackAbort, MeleeDamageTimer, NotifyHeadVolumeChange, NotifyHitWall, NotifyKilled, NotifyLanded, NotifyLeapBegin, NotifyMeleeDamagedEnemy, NotifyMetaStateChange, NotifyTakeHit, OKToHit, OverrideSpecialAttraction, PawnIsInPain, PickDestination, PickNextSpot, PlayFriendDeadSound, PlayRandomSound, Possess, PossessStartup, PriorityObjective, ProcessOrders, ProcessOrdersFollow, ProcessOrdersGoto, ProcessOrdersHold, ProcessOrdersNone, ProcessOrdersSquad, RangedAttackAbort, ReachedHome, ReduceThreat, ReflectNotify, ResetGlobalAISettings, Restart, RestoreCanStrafe, SetChargeDestination, SetCurrentCoverSpot, SetExecuteOrders, SetFall, SetFocus, SetOrders, SetOrdersObject, SetPeripheralVision, SetSpecialAnim, SetStationary, SetValidFiringLocation, SetWanderMoveSpeed, SharedTimerEvent, ShotFiredNotification, ShouldAbortState, ShouldClearSpecialColliders, ShouldDeferTo, ShouldGiveUpHunting, ShouldTryToLead, ShouldWanderPause, SpawnShotTimer, SpecialDeathHandling, SpecialHuntDestination, SplashDamageAttack, SplashJump, StartFalling, StopFearingEnemy, StopFiringBase, StopFiringUpdate, StrafeFromDamage, TestAimLocation, TestCanJump, Tick, TimeSinceTargetLastSeen, TrySplashDamageAttack, TryStrafe, TryToCloseDodge, TryToDodge, TryToFindCover, TryToHit, UnImpalePawn, UpdateEnemy, UpdateOrders, UpdateRetreatBehavior, UpdateStance, UpdateTacticalMoveBehavior, UseTacticalJumps, VerifyCoverSpot, VerifyStateChange, WanderAfterFriendlyBumpExtra |
Inherited Functions from U2AI.U2NPCControllerBase |
ActorRangeTransition, AllowFriendlyBumpStateChanges, AllowHitSounds, AnimEnd, AvoidFriendlyBump, BeginState, CanDodge, CanFire, CanKillIfStuck, CanTeleportIfStuck, ClampVerticalComponent, DamageAttitudeTo, DeferTo, Desireability, Destroyed, DialogEnd, DialogPause, DialogSetEndingFocus, DialogSetFocus, DialogUnPause, DoPanicSounds, DumpAIEvents, EnableProbeEvent, EndPanic, EndPanicSound, EndState, EnemyAcquired, eventAutoBegin, eventBumpEnemy, eventTakeDamage, eventTookDamage, FellOutOfWorld, FinishedRotation, Freeze, GetDestinationVector, GetExtraWanderDistance, GetFlyingMoveSpeed, GetModifiedMoveSpeed, GetMoveSpeed, GetNextRandomSoundTime, GetReactionToEnemy, GetRecentAutoEndTime, GetStateInfoString, GetStepDownDestination, GetSwimmingMoveSpeed, GetTacticalMoveType, GetWalkingMoveSpeed, GetWanderDirection, GetWanderDirectionFlying, GetWanderDirectionSwimming, GetWanderDirectionWalking, GetWanderDistanceModifier, HandleDestinationReached, HandledInvalidLanding, HandleFinishedRotation, HandlePanic, HandleRandomSoundTimer, InitializeEvents, InitializeState, IsDialogPaused, IsFrozen, IsMobile, LandedHardDone, MaybeAvoidFriendlyBump, NotifyHeadVolumeChange, NotifyHitWall, NotifyInvalidLanding, NotifyLanded, NotifyPhysicsVolumeChange, NotifyUnuse, NotifyValidLanding, PickDestination, PlayRandomSound, Possess, PossessStartup, PreparedForDialog, RandomSoundTimer, RestoreCanStrafe, RestoreWanderingParameters, SaveWanderingParameters, SeeAlertFriend, SeeFriend, SetDestination, SetEvents, SetRandomSoundTimer, SetSpecialGoal, SetWanderingPanicParameters, SetWanderMoveSpeed, ShouldWanderPause, StartFalling, StartFriendlyPanicSound, StartPanicSound, Tick, TurnToActor, UnFreeze, UnuseActor, UpdateEnemy, UseActor, WanderDidMoveSpecialHandling, WanderPauseSpecialAnimation, WanderPauseSpecialHandling |
@WanderingPanicState Source code |
state @WanderingPanicState
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CheckCurrentWeaponTimerName Source code
const CheckCurrentWeaponTimerName = 'CheckCurrentWeaponTimer';
const MaxCheckReloadDelay = 10.0;
const ReloadSkillDumb = 0.00;
const ReloadSkillSmart = 0.50;
SelectBestWeaponTimerName Source code
const SelectBestWeaponTimerName = 'SelectBestWeaponTimer';
var float LastWeaponSwitchTime;
var float NextCheckReloadTime;
var protected int NumWeapons;
var float RateBestWeaponChecks;
RateBestWeaponChecksEnemy Source code
var float RateBestWeaponChecksEnemy;
RateBestWeaponChecksEnemySpread Source code
var float RateBestWeaponChecksEnemySpread;
RateBestWeaponChecksSpread Source code
var float RateBestWeaponChecksSpread;
RateCurrentWeaponChecks Source code
var float RateCurrentWeaponChecks;
function AddWeaponTimers ( ) )
AllowPickupWeaponSwitch Source code
function bool AllowPickupWeaponSwitch (
Weapon Self,
float CurrentRating,
float PendingRating ) )
function ChangedWeapon ( ) )
function CheckCurrentWeapon ( ) )
CheckCurrentWeapon @AttackMeleeState Source code
function CheckCurrentWeapon ( )
CheckCurrentWeapon @FrozenState Source code
function CheckCurrentWeapon ( )
CheckCurrentWeapon @ScriptedDialogState Source code
function CheckCurrentWeapon ( )
CheckCurrentWeapon @ScriptedState Source code
function CheckCurrentWeapon ( )
CheckCurrentWeaponTimer Source code
final function CheckCurrentWeaponTimer ( ) )
event Destroyed ( ) )
function EnemyAcquired ( ) )
function FireAt (
Actor A ) )
function FireShot ( byte bUseAltMode ) )
function float GetAttackRating (
Pawn Other ) )
function float GetAttackStyle (
Actor TargetActor ) )
function float GetCurrentFireRate ( ) )
function float GetDefenseStyle (
Actor TargetActor ) )
function float GetFireRating ( ) )
function int GetNumWeapons ( ) )
function float GetSpecifiedFireRate ( bool bPrimary ) )
function bool HasInstantHitAttack ( ) )
function bool IsFiring ( ) )
function bool IsPreparedToFire ( bool bOwner, optional bool bCheckWeaponRating, optional int MinWeaponRating ) )
function NotifyAddInventory (
Inventory AddedItem ) )
function NotifyRemoveInventory (
Inventory RemovedItem ) )
event PostBeginPlay ( ) )
function RefreshWeapon ( name WeaponName ) )
function ResetGlobalAISettings ( ) )
function SelectBestWeapon ( ) )
SelectBestWeapon @AttackMeleeState Source code
function SelectBestWeapon ( )
SelectBestWeapon @FrozenState Source code
function SelectBestWeapon ( )
SelectBestWeapon @ScriptedDialogState Source code
function SelectBestWeapon ( )
SelectBestWeapon @ScriptedState Source code
function SelectBestWeapon ( )
function SelectBestWeaponTimer ( ) )
function bool SetAmmoTypeStr ( string AmmoString ) )
SetOrders @WanderingState Source code
function bool SetOrders ( optional
name NewOrders, optional
Actor NewOrdersObject, optional
float NewOrdersThreshold, optional
Object NewOrderGiver, optional
bool bAcknowledge ) )
function bool ShouldFireWeapon ( float Rating, bool bUseAltMode ) )
ShouldSwitchToBestWeapon Source code
function bool ShouldSwitchToBestWeapon ( float Rating, bool bUseAltMode ) )
function bool SplashDamageAttack ( ) )
local
bool bWasFiring ; bWasFiring =(bFire!=
0||bAltFire!=
0) ; if(bWasFiring) { if(
Pawn!=None&&
Pawn.
Weapon!=None)
Pawn.
Weapon.Tick(
0.001) ; } }
function bool SupportsWeapon (
Weapon W, array<
name>
WeaponsList ) )
function bool SupportsWeaponAltFire (
Weapon W ) )
function bool SupportsWeaponFire (
Weapon W ) )
exec function bool SwitchToBestWeapon ( optional out float Rating, optional out byte bUseAltMode ) )
function bool TrySplashDamageAttack ( ) )
function UpdateOrders (
name NewOrders,
Actor NewOrdersObject,
float NewOrdersThreshold,
Object NewOrderGiver ) )
defaultproperties
{
RateCurrentWeaponChecks=2.000000
RateBestWeaponChecks=10.000000
RateBestWeaponChecksSpread=2.000000
RateBestWeaponChecksEnemy=2.000000
RateBestWeaponChecksEnemySpread=1.000000
CosMinFacingTargetAngle=0.984000
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 10:48:34.753 - Created with
UnCodeX