U2AI.U2NPCControllerBase
- Extends
- U2NPCControllerShared
- Modifiers
- config ( User )
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
Direct Known Subclasses:
AtlantisController, U2DrakkBossUpperController, U2DrakkDroidController, U2KillerSproutController, U2NPCControllerBasic, U2SporeController
Inherited Contants from U2AI.U2NPCControllerShared |
AcquisitionState, AdjustFromWallLabel, AdjustPositionAgainLabel, AdjustPositionLabel, AdjustRotationLabel, AttackCloseChargeState, AttackCloseState, AttackDoneLabel, AttackFallbackState, AttackHideState, AttackHuntState, AttackLeapState, AttackMeleeState, AttackMoveToCoverBaseState, AttackMoveToCoverCombatState, AttackMoveToCoverFleeState, AttackOngoingLabel, AttackRecoverEnemyState, AttackRetreatState, AttackStakeOutCoverState, AttackStakeOutState, AttackStationaryState, AttackTacticalMoveMeleeState, AttackTacticalMoveState, AttackTacticalRetreatMeleeState, AttackTacticalRetreatState, AttackTauntState, AutoEndLabel, CampAgainLabel, CampLabel, CampLongLabel, CantReachLabel, ChallengeLabel, CloseLabel, CoweringState, DeadlockedState, DefaultIsCloseToDynamicGoalDistance, DelayLabel, DialogBeginLabel, DialogEndLabel, DialogFocusRestoreLabel, DialogFocusSetLabel, DialogPauseLabel, DialogUnPauseLabel, DodgeFinishedLabel, DodgingState, DodgingWithAttackState, DoneLabel, DontCloseLabel, DuckingLabel, EnemyKilledState, ErrorLabel, FaceTargetLabel, FindAirState, FireLabel, FrozenState, GiveUpLabel, GiveWayLabel, HandleInvalidLandingState, HoldingState, HoldState, HuntLabel, IdleLabel, ImpalingState, INCOMINGCOLLISIONFUDGE, KnockDownState, LandLabel, MaxDistanceActors, MaxNoLOSFollowDistance, MaxRadiusEnemiesDistance, MinFollowDistance, MinGoalDistance, MoveActiveLabel, MoveActiveStrafeLabel, MoveCheckLabel, MoveDoneLabel, MoveFailedLabel, MoveFallingLabel, MoveNoDestLabel, MovePickDestLabel, MovePickDestLoopLabel, MoveSpecialLabel, MoveTestLabel, MoveToGoalBaseState, MoveToGoalNoEnemyState, MoveToGoalWithEnemyState, NeedToTurnAngleCos, NeedToTurnDialogAngleCos, PauseLabel, PostBeginLabel, PreBeginLabel, ReachedDestinationLabel, ReadyToAttackLabel, RecoverEnemyLabel, ResumePatrolLabel, RoamingState, ShootDecorationLabel, StanceChangeDelayLabel, StartLeapLabel, StartupDelayLabel, TacticalTickLabel, TestMoveState, TrackFocusLabel, TryAgainLabel, TurnLabel, UnuseEvent, UsingState, VictoryDanceState, WaitingForStartLabel, WanderingPanicState, WanderingState, WavingLabel |
Inherited Variables from U2AI.U2NPCControllerShared |
bDialogSetFocus, bFaceSpecialGoal, bLastAimLocationHitFriendly, BlockedByCoverHitOdds, bTargetObscured, CloseEnoughDistance, DefaultRotationThreshold, DefaultState, DialogFocus, DodgeEnableTime, GetCloserThreshold, GMoveType, Hits, LastAcquireTime, MaxAcquireMissMultiplier, MaxAcquirePitchError, MaxAffectedByAcquisitionTime, MaxAffectedByHitTime, MaxAlwaysLeadDistance, MaxHitMissMultiplier, MaxHitPitchError, MaxMoveRecoverAttempts, MaxMoveToActorAttempts, MaxMoveToPointAttempts, MaxTeleportRangeMinZError, MaxTeleportRangeMoveError, MaxTeleportRangeStuckError, MinAcquirePitchError, MinHitPitchError, MinLastRenderedTeleportDelay, MinTeleportRangeMinZError, MinTeleportRangeMoveError, MinTeleportRangeStuckError, Misses, NumMoveAttempts, NumMoveRecoverAttempts, OldFocalPoint, OldFocus, OldMoveLocation, ReduceStanceAgainTime, ScriptedRotationThreshold, SpecialGoal, SpecialGoalDistance, StopFiringAtEnemyTime, TemporaryGoalDistance, TestMoveSpeed, TestMoveTarget, TestTacticalMoveType, TryToHitBaseSpeed, TryToHitBaseSpeedOdds, TryToHitInstantBaseDistance, TryToHitInstantBaseOddsMax, TryToHitInstantBaseOddsMin, TryToHitInstantMaxHitDistance, TryToHitInstantMinMissDistance, TryToHitProjectileBaseDistance, TryToHitProjectileBaseOddsMax, TryToHitProjectileBaseOddsMin, TryToHitProjectileMaxHitDistance, TryToHitProjectileMinMissDistance, TryToHitTossedBaseDistance, TryToHitTossedBaseOddsMax, TryToHitTossedBaseOddsMin, TryToHitTossedMaxHitDistance, TryToHitTossedMinMissDistance, U2PAdvanced, U2PBase, U2PBasic, WanderDirectionExternal |
Inherited Variables from U2AI.U2NPCControllerScriptable |
bDidStartup, bDirectionalPatrol, bInitializedForScripting, bScriptedHeadTrackingEnabled, bScriptedIdleAnims, bScriptLockedTarget, bScriptPendingFire, bScriptPendingFireUseAltMode, bStayDormant, bStayStationary, bXMPHandlingEnabled, CrouchingMoveSpeedMultiplier, DefaultScriptControllerClass, LastAutoEndTime, MaxScriptedAutoEndDelay, ProneMoveSpeedMultiplier, ScriptController, ScriptedAimOdds, ScriptedFocus, ScriptedScriptControllerClass, ScriptedTacticalMoveType, StandingMoveSpeedMultiplier, StationaryStance, U2P |
Functions Summary |
| | ActorRangeTransition (bool bInRange )) @ScriptedState |
| bool | AllowFriendlyBumpStateChanges ())) @ScriptedState |
| bool | AllowHitSounds ())) @WanderingPanicState |
| | AnimEnd (int Channel )) @ScriptedState |
| bool | AvoidFriendlyBump (Pawn Other )) @ScriptedDialogState |
| bool | AvoidFriendlyBump (Pawn Other )) @ScriptedState |
| | BeginState ())) @CantMoveState |
| | BeginState ())) @DeadState |
| | BeginState ())) @FindAirState |
| | BeginState ())) @HandleInvalidLandingState |
| | BeginState ())) @LandedHardState |
| | BeginState ())) @ScriptedDialogState |
| | BeginState ())) @ScriptedState |
| | BeginState ())) @WanderingPanicState |
| | BeginState ())) @WanderingState |
| bool | CanDodge (optional bool bIgnoreFalling )) @HandleInvalidLandingState |
| bool | CanDodge (optional bool bIgnoreFalling )) @WanderingPanicState |
| bool | CanFire (bool bTest )) @WanderingPanicState |
| bool | CanKillIfStuck ())) @WanderingPanicState |
| bool | CanKillIfStuck ())) @WanderingState |
| bool | CanTeleportIfStuck ())) @WanderingPanicState |
| bool | CanTeleportIfStuck ())) @WanderingState |
| vector | ClampVerticalComponent (vector V )) @WanderingState |
| | DamageAttitudeTo (Pawn Other, float Damage, class DamageType ))
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| bool | DeferTo (Controller Other ))
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| bool | DeferTo (Controller Other )) @WanderingState |
| float | Desireability (Pickup P ))
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| | Destroyed ()))
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| | DialogEnd ())) @ScriptedDialogState |
| | DialogPause ())) @ScriptedDialogState |
| | DialogSetEndingFocus (Actor FocusActor )) @ScriptedDialogState |
| | DialogSetFocus (Actor FocusActor )) @ScriptedDialogState |
| | DialogUnPause ())) @ScriptedDialogState |
| | DoPanicSounds ()))
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| | DumpAIEvents ()))
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| | EnableProbeEvent (name EventName, bool bVal )) @ScriptedState |
| | EndPanic ()))
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| | EndPanicSound ()))
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| | EndState ())) @FindAirState |
| | EndState ())) @HandleInvalidLandingState |
| | EndState ())) @ScriptedDialogState |
| | EndState ())) @ScriptedState |
| | EndState ())) @UsingState |
| | EndState ())) @WanderingPanicState |
| | EndState ())) @WanderingState |
| | EnemyAcquired () @HandleInvalidLandingState |
| | EnemyAcquired ())) @ScriptedState |
| | eventAutoBegin (name DestinationState, name DestinationLabel )) @ScriptedState |
| | eventBumpEnemy (Pawn Other )) @CantMoveState |
| | eventTakeDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
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| | eventTakeDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType )) @ScriptedDialogState |
| | eventTookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
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| | FellOutOfWorld ()))
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| | FinishedRotation ())) @ScriptedState |
| | Freeze ()))
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| bool | GetDestinationVector (vector Direction, float DesiredDistance, bool bRecovering, out vector DestinationLocation )) @WanderingState |
| float | GetExtraWanderDistance ())) @WanderingState |
| float | GetFlyingMoveSpeed ())) @WanderingState |
| float | GetModifiedMoveSpeed ())) @WanderingState |
| float | GetMoveSpeed (optional vector TargetLocation )) @ScriptedState |
| float | GetNextRandomSoundTime ()))
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| EReaction | GetReactionToEnemy (Pawn EnemyPawn ))
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| float | GetRecentAutoEndTime (Pawn SourcePawn ))
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| string | GetStateInfoString ())) @ScriptedState |
| Actor | GetStepDownDestination (bool bForward )) @HandleInvalidLandingState |
| float | GetSwimmingMoveSpeed ())) @WanderingState |
| ETacticalMoveType | GetTacticalMoveType ()))
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| ETacticalMoveType | GetTacticalMoveType ())) @ScriptedState |
| float | GetWalkingMoveSpeed ())) @WanderingState |
| vector | GetWanderDirection (int FallbackType )) @WanderingState |
| vector | GetWanderDirectionFlying (int FallbackType )) @WanderingState |
| vector | GetWanderDirectionSwimming (int FallbackType )) @WanderingState |
| vector | GetWanderDirectionWalking (int FallbackType )) @WanderingState |
| float | GetWanderDistanceModifier ())) @WanderingState |
| | HandleDestinationReached ())) @ScriptedState |
| | HandledInvalidLanding ())) @HandleInvalidLandingState |
| | HandleFinishedRotation ())) @ScriptedState |
| | HandlePanic ()))
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| | HandlePanic () @HandleInvalidLandingState |
| | HandlePanic () @WanderingPanicState |
| | HandleRandomSoundTimer ()))
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| | InitializeEvents ()))
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| | InitializeState ()
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| bool | IsDialogPaused ())) @ScriptedDialogState |
| bool | IsFrozen ())) @CantMoveState |
| bool | IsMobile ())) @CantMoveState |
| | LandedHardDone ())) @LandedHardState |
| | MaybeAvoidFriendlyBump (Pawn Other )) @ScriptedState |
| bool | NotifyHeadVolumeChange (PhysicsVolume NewHeadVolume )) @FindAirState |
| bool | NotifyHitWall (vector HitNormal, actor Wall )) @FindAirState |
| | NotifyInvalidLanding (CheckResult Hit ))
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| | NotifyInvalidLanding (CheckResult Hit) @HandleInvalidLandingState |
| bool | NotifyLanded (vector HitNormal )) @ScriptedState |
| bool | NotifyPhysicsVolumeChange (PhysicsVolume NewVolume )) @WanderingState |
| | NotifyUnuse (Actor A )) @ScriptedState |
| | NotifyUnuse (Actor A )) @UsingState |
| | NotifyValidLanding (CheckResult Hit )) @HandleInvalidLandingState |
| | PickDestination ())) @FindAirState |
| bool | PickDestination ())) @HandleInvalidLandingState |
| bool | PickDestination ())) @WanderingState |
| | PlayRandomSound ()))
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| | PlayRandomSound () @DeadState |
| | PlayRandomSound () @FindAirState |
| | PlayRandomSound () @LandedHardState |
| | PlayRandomSound () @ScriptedDialogState |
| | Possess (Pawn P ))
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| | PossessStartup ()))
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| bool | PreparedForDialog ())) @ScriptedDialogState |
| | RandomSoundTimer ()))
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| | RestoreCanStrafe ()))
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| | RestoreWanderingParameters ()))
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| | SaveWanderingParameters ()))
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| | SeeAlertFriend (Pawn Seen )) @ScriptedState |
| | SeeAlertFriend (Pawn Seen )) @WanderingState |
| | SeeFriend (Pawn Seen )) @ScriptedState |
| bool | SetDestination (vector Direction, float Distance )) @ScriptedState |
| | SetEvents ()))
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| | SetRandomSoundTimer ()))
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| | SetSpecialGoal (Actor NewSpecialGoal, optional float NewSpecialGoalDistance, optional bool bFaceSpecialGoalNew )) @ScriptedState |
| | SetWanderingPanicParameters ()))
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| | SetWanderMoveSpeed ())) @WanderingState |
| bool | ShouldWanderPause ())) @WanderingState |
| | StartFalling ())) @MoveToGoalBaseState |
| | StartFriendlyPanicSound ()))
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| | StartPanicSound ()))
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| | Tick (float DeltaTime )) @WanderingPanicState |
| | TurnToActor (Actor A, optional bool bLock )) @ScriptedState |
| | UnFreeze ())) @CantMoveState |
| | UnuseActor (optional Actor A )) @ScriptedState |
| | UnuseActor (optional Actor A )) @UsingState |
| | UpdateEnemy (optional bool bTryRadiusCheck ))
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| | UseActor (Actor A )) @ScriptedState |
| | UseActor (Actor A )) @UsingState |
| | WanderDidMoveSpecialHandling () @WanderingState |
| bool | WanderPauseSpecialAnimation ())) @WanderingState |
| | WanderPauseSpecialHandling () @WanderingState |
Inherited Functions from U2AI.U2NPCControllerShared |
AddedHumanThreat, AdjustAim, AllowFriendlyBumpStateChanges, AnnoyedAt, AssessThreat, CanDodge, CanRespawn, CheckEnemyDistance, CheckMaxAttackRanges, CheckNavigationFrom, CheckTargetInAttackRange, ClearHoldSpot, ClearHoldSpots, ClearMoveAttempts, CompareThreat, DialogAllowed, DialogBegin, DialogInitiate, DialogTerminate, EnemyAcquired, eventBumpAll, eventBumpEnemy, eventBumpFriend, eventBumpOther, eventHearNoiseFriendly, eventHearNoiseOther, eventHearNoiseThreat, eventInheritEnemy, eventSeeAlertFriend, eventSeeEnemy, eventSeeFriend, eventSeeOther, ExecuteDodge, FaceTarget, FearThisSpot, FindBestPathToward, FindLocalEnemy, FindNewStakeOutDir, ForceNavigationError, FriendlyBumpSpecial, GetAttackRating, GetBounceLifespan, GetDamageRadius, GetDirectionalPatrol, GetFaceSpecialGoal, GetFireOffset, GetFireRating, GetHoldSpot, GetInstantProjectileAim, GetLastSeenAimLocation, GetLookedAtCos, GetMissVector, GetMoveSpeed, GetMoveTargetFollow, GetNearbyPathNodes, GetNearbyPathNodesRelativeTo, GetPathTo, GetPathToActor, GetSlowProjectileAim, GetSpecialGoal, GetSpecialGoalDistance, GetSplashLocation, GetTargetLocation, GetTimeOutTolerance, GetTossedAim, HandleBumpedByEnemy, HandleDestinationReached, HandleEnemyNoise, HandleFriendlyBumps, HandleIncoming, HandleSetMoveTargetError, HearNoise, IgnoreTargetRange, ImpalePawn, IsCloseToDynamicGoal, IsUsable, LockAnimationController, MaybeAcquireEnemy, MaybeAlertOthers, MaybeAvoidFriendlyBump, MaybeInheritEnemy, MaybeSetEnemy, MoveAgain, NeedToTurn, NotifyBump, NotifyMeleeDamagedEnemy, NotifyPhysicsVolumeChange, NotifyUnuse, OnUnuse, OnUse, Possess, PreBeginPlay, RandomizeStakeOutDir, ReactToAlertFriend, ReactToFriend, RecoverFromMinZError, RecoverFromNavigationError, RecoverFromStuckError, ReduceThreat, RelativeStrength, RestoreAlertness, RestoreStance, SelectInventorySpotDestination, SelectStance, SetAlertness, SetDirectionalPatrol, SetFall, SetFrozen, SetMoveTarget, SetPeripheralVision, SetScriptedFocus, SetScriptedIdleAnims, SetSharedTimer, SetSpecialGoal, SetTestMoveTarget, SharedTimerEvent, ShotFiredNotification, ShouldBounceProjectile, ShouldClearSpecialColliders, ShouldTryToLead, Shutdown, SplashDamageAttack, StopFiringAtEnemy, StrafeFromDamage, TeleportedPawn, TeleportPawn, TestAimLocation, TestMissLocation, Timer, TryToDodge, TryToHit, UnderLift, UnImpalePawn, UnlockAnimationController, Unuse, UnuseActor, UpdateAcceleration, UpdateStance, UseActor, VerifyJumpDodgeVector, VerifyMobility, VerifyRollDodgeVector, ViewObstructed, WanderAfterFriendlyBumpExtra |
Inherited Functions from U2AI.U2NPCControllerScriptable |
ActorInRange, ActorOutOfRange, AgentSpecialStateBegin, AgentSpecialStateEnd, AssignScriptController, AutoBegin, AutoEnd, BumpEnemy, BumpFriend, BumpOther, CleanupScriptController, ClearScriptTarget, DestinationReached, Destroyed, DetachScriptController, DialogUnPause, Died, EnemyNotVisible, eventAutoBegin, eventBumpEnemy, eventBumpFriend, eventBumpOther, eventDialogUnPaused, eventEnemyNotVisible, eventHearNoiseFriendly, eventHearNoiseOther, eventHearNoiseThreat, eventInheritEnemy, eventSeeAlertFriend, eventSeeEnemy, eventSeeFriend, eventSeeOther, eventTakeDamage, eventTookDamage, GetExtendedInformation, GetScriptedMoveSpeed, HasScript, HearNoiseFriendly, HearNoiseOther, HearNoiseThreat, InheritEnemy, IsDialogPaused, IsRepeatFire, MaybeFire, PawnDied, Possess, ReloadScriptController, ResetScriptController, ScriptedLanding, ScriptReset, SeeEnemy, SetAimOdds, SetAlert, SetAmmoTypeStr, SetAutoMoveSpeed, SetDirectionalPatrol, SetDormant, SetHeadTrackingEnabled, SetHealth, SetScript, SetScriptedFocus, SetScriptedIdleAnims, SetScriptedMoveSpeedMultiplier, SetScriptedTacticalMoveType, SetXMPHandlingEnabled, Shutdown, TakeDamage, TookDamage, Trigger, TurnToActor, UnderScriptControl, UnuseActor, Use, UseActor |
@FrozenState Source code |
state @FrozenState extends @CantMoveState
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@ScriptedDialogState Source code |
state @ScriptedDialogState extends @ScriptedState
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AvoidFriendlyBump, BeginState, DialogEnd, DialogPause, DialogSetEndingFocus, DialogSetFocus, DialogUnPause, EndState, eventTakeDamage, IsDialogPaused, PlayRandomSound, PreparedForDialog |
@ScriptedState Source code |
state @ScriptedState extends @MoveToGoalBaseState
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ActorRangeTransition, AllowFriendlyBumpStateChanges, AnimEnd, AvoidFriendlyBump, BeginState, EnableProbeEvent, EndState, EnemyAcquired, eventAutoBegin, FinishedRotation, GetMoveSpeed, GetStateInfoString, GetTacticalMoveType, HandleDestinationReached, HandleFinishedRotation, MaybeAvoidFriendlyBump, NotifyLanded, NotifyUnuse, SeeAlertFriend, SeeFriend, SetDestination, SetSpecialGoal, TurnToActor, UnuseActor, UseActor |
@TestMoveState Source code |
state @TestMoveState extends @MoveToGoalBaseState
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@WanderingState Source code |
state @WanderingState
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BeginState, CanKillIfStuck, CanTeleportIfStuck, ClampVerticalComponent, DeferTo, EndState, GetDestinationVector, GetExtraWanderDistance, GetFlyingMoveSpeed, GetModifiedMoveSpeed, GetSwimmingMoveSpeed, GetWalkingMoveSpeed, GetWanderDirection, GetWanderDirectionFlying, GetWanderDirectionSwimming, GetWanderDirectionWalking, GetWanderDistanceModifier, NotifyPhysicsVolumeChange, PickDestination, SeeAlertFriend, SetWanderMoveSpeed, ShouldWanderPause, WanderDidMoveSpecialHandling, WanderPauseSpecialAnimation, WanderPauseSpecialHandling |
const AdjustAgainDelay = 1.0;
const AvoidedBumpWaitTime = 1.0;
const HoldReachedDistance2D = 16.0;
HoldReachedDistanceSquared2D Source code
const HoldReachedDistanceSquared2D = 256.0;
const RandomSoundTimerName = 'RandomSoundTimer';
var name BaseAcquisitionLabel;
var name BaseAcquisitionState;
bDistressedWanderingSaved Source code
var bool bDistressedWanderingSaved;
var bool bIsPaused;
bProbeActorRangeTransition Source code
var bool bProbeActorRangeTransition;
bProbeEnemyInLeapRange Source code
var bool bProbeEnemyInLeapRange;
bProbeEnemyInMeleeRange Source code
var bool bProbeEnemyInMeleeRange;
var bool bProbeEnemyInvalid;
bProbeEnemyNotInMeleeRange Source code
var bool bProbeEnemyNotInMeleeRange;
var bool bProbeEnemyNotVisible;
bProbeEnemyRangeTransition Source code
var bool bProbeEnemyRangeTransition;
var bool bProbeHearNoise;
var bool bProbeNotifyBump;
var bool bProbeSeeAlertFriend;
var bool bProbeSeeEnemy;
var bool bProbeSeeFriend;
var bool bProbeSeeOther;
bSavedWanderingParameters Source code
var bool bSavedWanderingParameters;
var bool bWanderFixed;
var name LastPainAnim;
var float LastRandomSoundTime;
var int MaxWanderAttempts;
MaxWanderFallbackTypes Source code
var int MaxWanderFallbackTypes;
NextAdjustPositionTime Source code
var float NextAdjustPositionTime;
var float NextScriptedMoveTime;
var
vector PotentialFocalPoint;
var float TimeSinceBeginState;
var float WalkingPctSaved;
WanderMinAdjustedSizeSaved Source code
var float WanderMinAdjustedSizeSaved;
var float WanderMoveSpeed;
var float WanderPauseOddsSaved;
var float WanderSpeedMaxSaved;
var float WanderSpeedMinSaved;
WanderSpreadAngleSaved Source code
var float WanderSpreadAngleSaved;
WanderTurnToDestinationOddsSaved Source code
var float WanderTurnToDestinationOddsSaved;
ActorRangeTransition @ScriptedState Source code
final event ActorRangeTransition ( bool bInRange ) )
AllowFriendlyBumpStateChanges @ScriptedState Source code
function bool AllowFriendlyBumpStateChanges ( ) )
AllowHitSounds @WanderingPanicState Source code
function bool AllowHitSounds ( ) )
AnimEnd @ScriptedState Source code
final event AnimEnd ( int Channel ) )
AvoidFriendlyBump @ScriptedDialogState Source code
function bool AvoidFriendlyBump (
Pawn Other ) )
AvoidFriendlyBump @ScriptedState Source code
function bool AvoidFriendlyBump (
Pawn Other ) )
BeginState @CantMoveState Source code
event BeginState ( ) )
event BeginState ( ) )
BeginState @FindAirState Source code
event BeginState ( ) )
BeginState @HandleInvalidLandingState Source code
event BeginState ( ) )
BeginState @LandedHardState Source code
event BeginState ( ) )
BeginState @ScriptedDialogState Source code
event BeginState ( ) )
BeginState @ScriptedState Source code
event BeginState ( ) )
BeginState @WanderingPanicState Source code
event BeginState ( ) )
BeginState @WanderingState Source code
event BeginState ( ) )
CanDodge @HandleInvalidLandingState Source code
function bool CanDodge ( optional bool bIgnoreFalling ) )
CanDodge @WanderingPanicState Source code
function bool CanDodge ( optional bool bIgnoreFalling ) )
CanFire @WanderingPanicState Source code
function bool CanFire ( bool bTest ) )
CanKillIfStuck @WanderingPanicState Source code
function bool CanKillIfStuck ( ) )
CanKillIfStuck @WanderingState Source code
function bool CanKillIfStuck ( ) )
CanTeleportIfStuck @WanderingPanicState Source code
function bool CanTeleportIfStuck ( ) )
CanTeleportIfStuck @WanderingState Source code
function bool CanTeleportIfStuck ( ) )
ClampVerticalComponent @WanderingState Source code
DeferTo @WanderingState Source code
event float Desireability (
Pickup P ) )
event Destroyed ( ) )
DialogEnd @ScriptedDialogState Source code
event DialogEnd ( ) )
DialogPause @ScriptedDialogState Source code
function DialogPause ( ) )
DialogSetEndingFocus @ScriptedDialogState Source code
function DialogSetEndingFocus (
Actor FocusActor ) )
DialogSetFocus @ScriptedDialogState Source code
function DialogSetFocus (
Actor FocusActor ) )
DialogUnPause @ScriptedDialogState Source code
function DialogUnPause ( ) )
function DoPanicSounds ( ) )
function DumpAIEvents ( ) )
EnableProbeEvent @ScriptedState Source code
function EnableProbeEvent ( name EventName, bool bVal ) )
function EndPanic ( ) )
function EndPanicSound ( ) )
EndState @FindAirState Source code
event EndState ( ) )
EndState @HandleInvalidLandingState Source code
event EndState ( ) )
EndState @ScriptedDialogState Source code
event EndState ( ) )
EndState @ScriptedState Source code
event EndState ( ) )
event EndState ( ) )
EndState @WanderingPanicState Source code
event EndState ( ) )
EndState @WanderingState Source code
event EndState ( ) )
EnemyAcquired @HandleInvalidLandingState Source code
function EnemyAcquired ( )
EnemyAcquired @ScriptedState Source code
function EnemyAcquired ( ) )
eventAutoBegin @ScriptedState Source code
function eventAutoBegin ( name DestinationState, name DestinationLabel ) )
eventBumpEnemy @CantMoveState Source code
function eventBumpEnemy (
Pawn Other ) )
eventTakeDamage @ScriptedDialogState Source code
event FellOutOfWorld ( ) )
FinishedRotation @ScriptedState Source code
final event FinishedRotation ( ) )
UpdateEnemy() ; if(HasScript()) { if(GetStateName()!=ScriptedState) { if(IsInState(ScriptedDialogState)) GotoState(ScriptedState) ; else GotoState(ScriptedState,AutoEndLabel) ; } } else if(!IsInState(DefaultState)) { GotoState(DefaultState) ; } } function Freeze ( ) )
GetDestinationVector @WanderingState Source code
function bool GetDestinationVector (
vector Direction,
float DesiredDistance,
bool bRecovering,
out vector DestinationLocation ) )
GetExtraWanderDistance @WanderingState Source code
function float GetExtraWanderDistance ( ) )
GetFlyingMoveSpeed @WanderingState Source code
function float GetFlyingMoveSpeed ( ) )
GetModifiedMoveSpeed @WanderingState Source code
function float GetModifiedMoveSpeed ( ) )
GetMoveSpeed @ScriptedState Source code
function float GetMoveSpeed ( optional
vector TargetLocation ) )
GetNextRandomSoundTime Source code
function float GetNextRandomSoundTime ( ) )
static
function float GetRecentAutoEndTime (
Pawn SourcePawn ) )
GetStateInfoString @ScriptedState Source code
function string GetStateInfoString ( ) )
GetStepDownDestination @HandleInvalidLandingState Source code
function Actor GetStepDownDestination (
bool bForward ) )
GetSwimmingMoveSpeed @WanderingState Source code
function float GetSwimmingMoveSpeed ( ) )
GetTacticalMoveType @ScriptedState Source code
GetWalkingMoveSpeed @WanderingState Source code
function float GetWalkingMoveSpeed ( ) )
GetWanderDirection @WanderingState Source code
function vector GetWanderDirection (
int FallbackType ) )
GetWanderDirectionFlying @WanderingState Source code
function vector GetWanderDirectionFlying (
int FallbackType ) )
GetWanderDirectionSwimming @WanderingState Source code
function vector GetWanderDirectionSwimming (
int FallbackType ) )
GetWanderDirectionWalking @WanderingState Source code
function vector GetWanderDirectionWalking (
int FallbackType ) )
GetWanderDistanceModifier @WanderingState Source code
function float GetWanderDistanceModifier ( ) )
HandleDestinationReached @ScriptedState Source code
function HandleDestinationReached ( ) )
HandledInvalidLanding @HandleInvalidLandingState Source code
function HandledInvalidLanding ( ) )
HandleFinishedRotation @ScriptedState Source code
function HandleFinishedRotation ( ) )
function HandlePanic ( ) )
HandlePanic @HandleInvalidLandingState Source code
function HandlePanic ( )
HandlePanic @WanderingPanicState Source code
function HandlePanic ( )
HandleRandomSoundTimer Source code
function HandleRandomSoundTimer ( ) )
function InitializeEvents ( ) )
function InitializeState ( )
IsDialogPaused @ScriptedDialogState Source code
function bool IsDialogPaused ( ) )
IsFrozen @CantMoveState Source code
function bool IsFrozen ( ) )
IsMobile @CantMoveState Source code
function bool IsMobile ( ) )
LandedHardDone @LandedHardState Source code
function LandedHardDone ( ) )
MaybeAvoidFriendlyBump @ScriptedState Source code
function MaybeAvoidFriendlyBump (
Pawn Other ) )
NotifyHeadVolumeChange @FindAirState Source code
event bool NotifyHeadVolumeChange (
PhysicsVolume NewHeadVolume ) )
NotifyHitWall @FindAirState Source code
event bool NotifyHitWall (
vector HitNormal,
actor Wall ) )
NotifyInvalidLanding @HandleInvalidLandingState Source code
NotifyLanded @ScriptedState Source code
event bool NotifyLanded (
vector HitNormal ) )
NotifyPhysicsVolumeChange @WanderingState Source code
event bool NotifyPhysicsVolumeChange (
PhysicsVolume NewVolume ) )
NotifyUnuse @ScriptedState Source code
function NotifyUnuse (
Actor A ) )
NotifyUnuse @UsingState Source code
function NotifyUnuse (
Actor A ) )
NotifyValidLanding @HandleInvalidLandingState Source code
PickDestination @FindAirState Source code
function PickDestination ( ) )
PickDestination @HandleInvalidLandingState Source code
function bool PickDestination ( ) )
PickDestination @WanderingState Source code
function bool PickDestination ( ) )
function PlayRandomSound ( ) )
PlayRandomSound @DeadState Source code
function PlayRandomSound ( )
PlayRandomSound @FindAirState Source code
function PlayRandomSound ( )
PlayRandomSound @LandedHardState Source code
function PlayRandomSound ( )
PlayRandomSound @ScriptedDialogState Source code
function PlayRandomSound ( )
function Possess (
Pawn P ) )
function PossessStartup ( ) )
PreparedForDialog @ScriptedDialogState Source code
function bool PreparedForDialog ( ) )
function RandomSoundTimer ( ) )
function RestoreCanStrafe ( ) )
RestoreWanderingParameters Source code
function RestoreWanderingParameters ( ) )
SaveWanderingParameters Source code
function SaveWanderingParameters ( ) )
SeeAlertFriend @ScriptedState Source code
final
event SeeAlertFriend (
Pawn Seen ) )
SeeAlertFriend @WanderingState Source code
final
event SeeAlertFriend (
Pawn Seen ) )
SeeFriend @ScriptedState Source code
final
event SeeFriend (
Pawn Seen ) )
SetDestination @ScriptedState Source code
function bool SetDestination (
vector Direction,
float Distance ) )
function SetEvents ( ) )
function SetRandomSoundTimer ( ) )
SetSpecialGoal @ScriptedState Source code
function SetSpecialGoal (
Actor NewSpecialGoal, optional
float NewSpecialGoalDistance, optional
bool bFaceSpecialGoalNew ) )
SetWanderingPanicParameters Source code
function SetWanderingPanicParameters ( ) )
SetWanderMoveSpeed @WanderingState Source code
function SetWanderMoveSpeed ( ) )
ShouldWanderPause @WanderingState Source code
function bool ShouldWanderPause ( ) )
StartFalling @MoveToGoalBaseState Source code
function StartFalling ( ) )
StartFriendlyPanicSound Source code
function StartFriendlyPanicSound ( ) )
function StartPanicSound ( ) )
Tick @WanderingPanicState Source code
event Tick ( float DeltaTime ) )
TurnToActor @ScriptedState Source code
function TurnToActor (
Actor A, optional
bool bLock ) )
UnFreeze @CantMoveState Source code
function UnFreeze ( ) )
UnuseActor @ScriptedState Source code
function UnuseActor ( optional
Actor A ) )
UnuseActor @UsingState Source code
function UnuseActor ( optional
Actor A ) )
function UpdateEnemy ( optional bool bTryRadiusCheck ) )
UseActor @ScriptedState Source code
function UseActor (
Actor A ) )
function UseActor (
Actor A ) )
WanderDidMoveSpecialHandling @WanderingState Source code
function WanderDidMoveSpecialHandling ( )
WanderPauseSpecialAnimation @WanderingState Source code
function bool WanderPauseSpecialAnimation ( ) )
WanderPauseSpecialHandling @WanderingState Source code
function WanderPauseSpecialHandling ( )
defaultproperties
{
MaxWanderAttempts=8
MaxWanderFallbackTypes=5
TestTacticalMoveType=TMT_Serpentine
DefaultState='Wandering'
DefaultScriptControllerClass=Class'U2AI.ScriptControllerInterf'
ScriptedScriptControllerClass=Class'U2AI.ScriptControllerBase'
CrouchingMoveSpeedMultiplier=1.000000
StandingMoveSpeedMultiplier=1.000000
FovAngle=85.000000
PlayerReplicationInfoClass=None
RemoteRole=ROLE_None
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 10:48:34.788 - Created with
UnCodeX