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U2AI.U2NPCControllerAdvanced

Extends
U2NPCControllerBasic

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller
      |   
      +-- Engine.LicenseeController
         |   
         +-- Engine.AIController
            |   
            +-- U2.U2NPCController
               |   
               +-- U2AI.U2NPCControllerScriptable
                  |   
                  +-- U2AI.U2NPCControllerShared
                     |   
                     +-- U2AI.U2NPCControllerBase
                        |   
                        +-- U2AI.U2NPCControllerBasic
                           |   
                           +-- U2AI.U2NPCControllerAdvanced

Direct Known Subclasses:

U2NPCControllerBot

Constants Summary
CheckCurrentWeaponTimerName='CheckCurrentWeaponTimer'
MaxCheckReloadDelay=10.0
ReloadSkillDumb=0.00
ReloadSkillSmart=0.50
SelectBestWeaponTimerName='SelectBestWeaponTimer'
Inherited Contants from U2AI.U2NPCControllerBasic
CrouchStanceChangeDuration, FakeNotifyLeapBeginTimerName, FreezeNPCHackTimerName, LeapBeginNotify, MinImpaleCos, ProneStanceChangeDuration, StayNotify
Inherited Contants from U2AI.U2NPCControllerBase
AdjustAgainDelay, AvoidedBumpWaitTime, HoldReachedDistance2D, HoldReachedDistanceSquared2D, RandomSoundTimerName

Variables Summary
floatLastWeaponSwitchTime
floatNextCheckReloadTime
intNumWeapons
floatRateBestWeaponChecks
floatRateBestWeaponChecksEnemy
floatRateBestWeaponChecksEnemySpread
floatRateBestWeaponChecksSpread
floatRateCurrentWeaponChecks
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
function AddWeaponTimers ()))
functionbool AllowPickupWeaponSwitch (Weapon Self, float CurrentRating, float PendingRating ))
function ChangedWeapon ()))
function CheckCurrentWeapon ()))
function CheckCurrentWeapon ()
@AttackMeleeState
function CheckCurrentWeapon ()
@FrozenState
function CheckCurrentWeapon ()
@ScriptedDialogState
function CheckCurrentWeapon ()
@ScriptedState
function CheckCurrentWeaponTimer ()))
event Destroyed ()))
function EnemyAcquired ()))
function FireAt (Actor A ))
function FireShot (byte bUseAltMode ))
functionfloat GetAttackRating (Pawn Other ))
functionfloat GetAttackStyle (Actor TargetActor ))
functionfloat GetCurrentFireRate ()))
functionfloat GetDefenseStyle (Actor TargetActor ))
functionfloat GetFireRating ()))
functionint GetNumWeapons ()))
functionEReaction GetReactionToEnemy (Pawn EnemyPawn ))
functionfloat GetSpecifiedFireRate (bool bPrimary ))
functionbool HasInstantHitAttack ()))
functionbool IsFiring ()))
functionbool 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 ()))
function SelectBestWeapon ()
@AttackMeleeState
function SelectBestWeapon ()
@FrozenState
function SelectBestWeapon ()
@ScriptedDialogState
function SelectBestWeapon ()
@ScriptedState
function SelectBestWeaponTimer ()))
functionbool SetAmmoTypeStr (string AmmoString ))
functionbool SetOrders (optional name NewOrders, optional Actor NewOrdersObject, optional float NewOrdersThreshold, optional Object NewOrderGiver, optional bool bAcknowledge ))
@WanderingState
functionbool ShouldFireWeapon (float Rating, bool bUseAltMode ))
functionbool ShouldSwitchToBestWeapon (float Rating, bool bUseAltMode ))
functionbool SplashDamageAttack ()))
functionbool SupportsWeapon (Weapon W, array WeaponsList ))
functionbool SupportsWeaponAltFire (Weapon W ))
functionbool SupportsWeaponFire (Weapon W ))
functionbool SwitchToBestWeapon (optional out float Rating, optional out byte bUseAltMode ))
functionbool TrySplashDamageAttack ()))
function UpdateOrders (name NewOrders, Actor NewOrdersObject, float NewOrdersThreshold, Object NewOrderGiver ))
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

States Summary
@AttackMeleeState Source code
state @AttackMeleeState
CheckCurrentWeapon, SelectBestWeapon
@FrozenState Source code
state @FrozenState
CheckCurrentWeapon, SelectBestWeapon
@ScriptedDialogState Source code
state @ScriptedDialogState
CheckCurrentWeapon, SelectBestWeapon
@ScriptedState Source code
state @ScriptedState
CheckCurrentWeapon, SelectBestWeapon
@WanderingPanicState Source code
state @WanderingPanicState
@WanderingState Source code
state @WanderingState
SetOrders


Constants Detail

CheckCurrentWeaponTimerName Source code

const CheckCurrentWeaponTimerName = 'CheckCurrentWeaponTimer';

MaxCheckReloadDelay Source code

const MaxCheckReloadDelay = 10.0;

ReloadSkillDumb Source code

const ReloadSkillDumb = 0.00;

ReloadSkillSmart Source code

const ReloadSkillSmart = 0.50;

SelectBestWeaponTimerName Source code

const SelectBestWeaponTimerName = 'SelectBestWeaponTimer';


Variables Detail

LastWeaponSwitchTime Source code

var float LastWeaponSwitchTime;

NextCheckReloadTime Source code

var float NextCheckReloadTime;

NumWeapons Source code

var protected int NumWeapons;

RateBestWeaponChecks Source code

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;


Functions Detail

AddWeaponTimers Source code

function AddWeaponTimers ( ) )

AllowPickupWeaponSwitch Source code

function bool AllowPickupWeaponSwitch ( Weapon Self, float CurrentRating, float PendingRating ) )

ChangedWeapon Source code

function ChangedWeapon ( ) )

CheckCurrentWeapon Source code

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 ( ) )

Destroyed Source code

event Destroyed ( ) )

EnemyAcquired Source code

function EnemyAcquired ( ) )

FireAt Source code

function FireAt ( Actor A ) )

FireShot Source code

function FireShot ( byte bUseAltMode ) )

GetAttackRating Source code

function float GetAttackRating ( Pawn Other ) )

GetAttackStyle Source code

function float GetAttackStyle ( Actor TargetActor ) )

GetCurrentFireRate Source code

function float GetCurrentFireRate ( ) )

GetDefenseStyle Source code

function float GetDefenseStyle ( Actor TargetActor ) )

GetFireRating Source code

function float GetFireRating ( ) )

GetNumWeapons Source code

function int GetNumWeapons ( ) )

GetReactionToEnemy Source code

function EReaction GetReactionToEnemy ( Pawn EnemyPawn ) )

GetSpecifiedFireRate Source code

function float GetSpecifiedFireRate ( bool bPrimary ) )

HasInstantHitAttack Source code

function bool HasInstantHitAttack ( ) )

IsFiring Source code

function bool IsFiring ( ) )

IsPreparedToFire Source code

function bool IsPreparedToFire ( bool bOwner, optional bool bCheckWeaponRating, optional int MinWeaponRating ) )

NotifyAddInventory Source code

function NotifyAddInventory ( Inventory AddedItem ) )

NotifyRemoveInventory Source code

function NotifyRemoveInventory ( Inventory RemovedItem ) )

PostBeginPlay Source code

event PostBeginPlay ( ) )

RefreshWeapon Source code

function RefreshWeapon ( name WeaponName ) )

ResetGlobalAISettings Source code

function ResetGlobalAISettings ( ) )

SelectBestWeapon Source code

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 ( )

SelectBestWeaponTimer Source code

function SelectBestWeaponTimer ( ) )

SetAmmoTypeStr Source code

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 ) )

ShouldFireWeapon Source code

function bool ShouldFireWeapon ( float Rating, bool bUseAltMode ) )

ShouldSwitchToBestWeapon Source code

function bool ShouldSwitchToBestWeapon ( float Rating, bool bUseAltMode ) )

SplashDamageAttack Source code

function bool SplashDamageAttack ( ) )

SupportsWeapon Source code

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 ) )

SupportsWeaponAltFire Source code

function bool SupportsWeaponAltFire ( Weapon W ) )

SupportsWeaponFire Source code

function bool SupportsWeaponFire ( Weapon W ) )

SwitchToBestWeapon Source code

exec function bool SwitchToBestWeapon ( optional out float Rating, optional out byte bUseAltMode ) )

TrySplashDamageAttack Source code

function bool TrySplashDamageAttack ( ) )

UpdateOrders Source code

function UpdateOrders ( name NewOrders, Actor NewOrdersObject, float NewOrdersThreshold, Object NewOrderGiver ) )


Defaultproperties

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