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U2AI.U2NPCControllerBase

Extends
U2NPCControllerShared
Modifiers
config ( User )

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

Direct Known Subclasses:

AtlantisController, U2DrakkBossUpperController, U2DrakkDroidController, U2KillerSproutController, U2NPCControllerBasic, U2SporeController

Constants Summary
AdjustAgainDelay=1.0
AvoidedBumpWaitTime=1.0
HoldReachedDistance2D=16.0
HoldReachedDistanceSquared2D=256.0
RandomSoundTimerName='RandomSoundTimer'
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 Contants from U2AI.U2NPCControllerScriptable
MinMoveSpeedMultiplier, ScriptedDialogFarState, ScriptedDialogState, ScriptedState

Variables Summary
nameBaseAcquisitionLabel
nameBaseAcquisitionState
boolbDistressedWanderingSaved
boolbIsPaused
boolbProbeActorRangeTransition
boolbProbeEnemyInLeapRange
boolbProbeEnemyInMeleeRange
boolbProbeEnemyInvalid
boolbProbeEnemyNotInMeleeRange
boolbProbeEnemyNotVisible
boolbProbeEnemyRangeTransition
boolbProbeHearNoise
boolbProbeNotifyBump
boolbProbeSeeAlertFriend
boolbProbeSeeEnemy
boolbProbeSeeFriend
boolbProbeSeeOther
boolbSavedWanderingParameters
boolbWanderFixed
nameLastPainAnim
floatLastRandomSoundTime
intMaxWanderAttempts
intMaxWanderFallbackTypes
floatNextAdjustPositionTime
floatNextScriptedMoveTime
vectorPotentialFocalPoint
floatTimeSinceBeginState
floatWalkingPctSaved
vectorWanderDirection
floatWanderMinAdjustedSizeSaved
floatWanderMoveSpeed
floatWanderPauseOddsSaved
floatWanderSpeedMaxSaved
floatWanderSpeedMinSaved
floatWanderSpreadAngleSaved
floatWanderTurnToDestinationOddsSaved
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

Enumerations Summary
Inherited Enumerations from U2AI.U2NPCControllerShared
EDestinationResult, EMoveType

Structures Summary
Inherited Structures from U2AI.U2NPCControllerShared
TDistanceInfo

Functions Summary
event ActorRangeTransition (bool bInRange ))
@ScriptedState
functionbool AllowFriendlyBumpStateChanges ()))
@ScriptedState
functionbool AllowHitSounds ()))
@WanderingPanicState
event AnimEnd (int Channel ))
@ScriptedState
functionbool AvoidFriendlyBump (Pawn Other ))
@ScriptedDialogState
functionbool AvoidFriendlyBump (Pawn Other ))
@ScriptedState
event BeginState ()))
@CantMoveState
event BeginState ()))
@DeadState
event BeginState ()))
@FindAirState
event BeginState ()))
@HandleInvalidLandingState
event BeginState ()))
@LandedHardState
event BeginState ()))
@ScriptedDialogState
event BeginState ()))
@ScriptedState
event BeginState ()))
@WanderingPanicState
event BeginState ()))
@WanderingState
functionbool CanDodge (optional bool bIgnoreFalling ))
@HandleInvalidLandingState
functionbool CanDodge (optional bool bIgnoreFalling ))
@WanderingPanicState
functionbool CanFire (bool bTest ))
@WanderingPanicState
functionbool CanKillIfStuck ()))
@WanderingPanicState
functionbool CanKillIfStuck ()))
@WanderingState
functionbool CanTeleportIfStuck ()))
@WanderingPanicState
functionbool CanTeleportIfStuck ()))
@WanderingState
functionvector ClampVerticalComponent (vector V ))
@WanderingState
function DamageAttitudeTo (Pawn Other, float Damage, class DamageType ))
functionbool DeferTo (Controller Other ))
functionbool DeferTo (Controller Other ))
@WanderingState
eventfloat Desireability (Pickup P ))
event Destroyed ()))
event DialogEnd ()))
@ScriptedDialogState
function DialogPause ()))
@ScriptedDialogState
function DialogSetEndingFocus (Actor FocusActor ))
@ScriptedDialogState
function DialogSetFocus (Actor FocusActor ))
@ScriptedDialogState
function DialogUnPause ()))
@ScriptedDialogState
function DoPanicSounds ()))
function DumpAIEvents ()))
function EnableProbeEvent (name EventName, bool bVal ))
@ScriptedState
function EndPanic ()))
function EndPanicSound ()))
event EndState ()))
@FindAirState
event EndState ()))
@HandleInvalidLandingState
event EndState ()))
@ScriptedDialogState
event EndState ()))
@ScriptedState
event EndState ()))
@UsingState
event EndState ()))
@WanderingPanicState
event EndState ()))
@WanderingState
function EnemyAcquired ()
@HandleInvalidLandingState
function EnemyAcquired ()))
@ScriptedState
function eventAutoBegin (name DestinationState, name DestinationLabel ))
@ScriptedState
function eventBumpEnemy (Pawn Other ))
@CantMoveState
function eventTakeDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
function eventTakeDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
@ScriptedDialogState
function eventTookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
event FellOutOfWorld ()))
event FinishedRotation ()))
@ScriptedState
function Freeze ()))
functionbool GetDestinationVector (vector Direction, float DesiredDistance, bool bRecovering, out vector DestinationLocation ))
@WanderingState
functionfloat GetExtraWanderDistance ()))
@WanderingState
functionfloat GetFlyingMoveSpeed ()))
@WanderingState
functionfloat GetModifiedMoveSpeed ()))
@WanderingState
functionfloat GetMoveSpeed (optional vector TargetLocation ))
@ScriptedState
functionfloat GetNextRandomSoundTime ()))
functionEReaction GetReactionToEnemy (Pawn EnemyPawn ))
functionfloat GetRecentAutoEndTime (Pawn SourcePawn ))
functionstring GetStateInfoString ()))
@ScriptedState
functionActor GetStepDownDestination (bool bForward ))
@HandleInvalidLandingState
functionfloat GetSwimmingMoveSpeed ()))
@WanderingState
functionETacticalMoveType GetTacticalMoveType ()))
functionETacticalMoveType GetTacticalMoveType ()))
@ScriptedState
functionfloat GetWalkingMoveSpeed ()))
@WanderingState
functionvector GetWanderDirection (int FallbackType ))
@WanderingState
functionvector GetWanderDirectionFlying (int FallbackType ))
@WanderingState
functionvector GetWanderDirectionSwimming (int FallbackType ))
@WanderingState
functionvector GetWanderDirectionWalking (int FallbackType ))
@WanderingState
functionfloat GetWanderDistanceModifier ()))
@WanderingState
function HandleDestinationReached ()))
@ScriptedState
function HandledInvalidLanding ()))
@HandleInvalidLandingState
function HandleFinishedRotation ()))
@ScriptedState
function HandlePanic ()))
function HandlePanic ()
@HandleInvalidLandingState
function HandlePanic ()
@WanderingPanicState
function HandleRandomSoundTimer ()))
function InitializeEvents ()))
function InitializeState ()
functionbool IsDialogPaused ()))
@ScriptedDialogState
functionbool IsFrozen ()))
@CantMoveState
functionbool IsMobile ()))
@CantMoveState
function LandedHardDone ()))
@LandedHardState
function MaybeAvoidFriendlyBump (Pawn Other ))
@ScriptedState
eventbool NotifyHeadVolumeChange (PhysicsVolume NewHeadVolume ))
@FindAirState
eventbool NotifyHitWall (vector HitNormal, actor Wall ))
@FindAirState
function NotifyInvalidLanding (CheckResult Hit ))
function NotifyInvalidLanding (CheckResult Hit)
@HandleInvalidLandingState
eventbool NotifyLanded (vector HitNormal ))
@ScriptedState
eventbool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume ))
@WanderingState
function NotifyUnuse (Actor A ))
@ScriptedState
function NotifyUnuse (Actor A ))
@UsingState
function NotifyValidLanding (CheckResult Hit ))
@HandleInvalidLandingState
function PickDestination ()))
@FindAirState
functionbool PickDestination ()))
@HandleInvalidLandingState
functionbool PickDestination ()))
@WanderingState
function PlayRandomSound ()))
function PlayRandomSound ()
@DeadState
function PlayRandomSound ()
@FindAirState
function PlayRandomSound ()
@LandedHardState
function PlayRandomSound ()
@ScriptedDialogState
function Possess (Pawn P ))
function PossessStartup ()))
functionbool PreparedForDialog ()))
@ScriptedDialogState
function RandomSoundTimer ()))
function RestoreCanStrafe ()))
function RestoreWanderingParameters ()))
function SaveWanderingParameters ()))
event SeeAlertFriend (Pawn Seen ))
@ScriptedState
event SeeAlertFriend (Pawn Seen ))
@WanderingState
event SeeFriend (Pawn Seen ))
@ScriptedState
functionbool SetDestination (vector Direction, float Distance ))
@ScriptedState
function SetEvents ()))
function SetRandomSoundTimer ()))
function SetSpecialGoal (Actor NewSpecialGoal, optional float NewSpecialGoalDistance, optional bool bFaceSpecialGoalNew ))
@ScriptedState
function SetWanderingPanicParameters ()))
function SetWanderMoveSpeed ()))
@WanderingState
functionbool ShouldWanderPause ()))
@WanderingState
function StartFalling ()))
@MoveToGoalBaseState
function StartFriendlyPanicSound ()))
function StartPanicSound ()))
event Tick (float DeltaTime ))
@WanderingPanicState
function TurnToActor (Actor A, optional bool bLock ))
@ScriptedState
function UnFreeze ()))
@CantMoveState
function UnuseActor (optional Actor A ))
@ScriptedState
function UnuseActor (optional Actor A ))
@UsingState
function UpdateEnemy (optional bool bTryRadiusCheck ))
function UseActor (Actor A ))
@ScriptedState
function UseActor (Actor A ))
@UsingState
function WanderDidMoveSpecialHandling ()
@WanderingState
functionbool WanderPauseSpecialAnimation ()))
@WanderingState
function 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

States Summary
@CantMoveState Source code
state @CantMoveState
BeginState, eventBumpEnemy, IsFrozen, IsMobile, UnFreeze
@DeadState Source code
state @DeadState
BeginState, PlayRandomSound
@FindAirState Source code
state @FindAirState
BeginState, EndState, NotifyHeadVolumeChange, NotifyHitWall, PickDestination, PlayRandomSound
@FrozenState Source code
state @FrozenState extends @CantMoveState
@HandleInvalidLandingState Source code
state @HandleInvalidLandingState extends @MoveToGoalBaseState
BeginState, CanDodge, EndState, EnemyAcquired, GetStepDownDestination, HandledInvalidLanding, HandlePanic, NotifyInvalidLanding, NotifyValidLanding, PickDestination
@LandedHardState Source code
state @LandedHardState
BeginState, LandedHardDone, PlayRandomSound
@MoveToGoalBaseState Source code
state @MoveToGoalBaseState
StartFalling
@ScriptedDialogState Source code
state @ScriptedDialogState extends @ScriptedState
AvoidFriendlyBump, BeginState, DialogEnd, DialogPause, DialogSetEndingFocus, DialogSetFocus, DialogUnPause, EndState, eventTakeDamage, IsDialogPaused, PlayRandomSound, PreparedForDialog
@ScriptedState Source code
state @ScriptedState extends @MoveToGoalBaseState
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
@UsingState Source code
state @UsingState
EndState, NotifyUnuse, UnuseActor, UseActor
@WanderingPanicState Source code
state @WanderingPanicState extends @WanderingState
AllowHitSounds, BeginState, CanDodge, CanFire, CanKillIfStuck, CanTeleportIfStuck, EndState, HandlePanic, Tick
@WanderingState Source code
state @WanderingState
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


Constants Detail

AdjustAgainDelay Source code

const AdjustAgainDelay = 1.0;

AvoidedBumpWaitTime Source code

const AvoidedBumpWaitTime = 1.0;

HoldReachedDistance2D Source code

const HoldReachedDistance2D = 16.0;

HoldReachedDistanceSquared2D Source code

const HoldReachedDistanceSquared2D = 256.0;

RandomSoundTimerName Source code

const RandomSoundTimerName = 'RandomSoundTimer';


Variables Detail

BaseAcquisitionLabel Source code

var name BaseAcquisitionLabel;

BaseAcquisitionState Source code

var name BaseAcquisitionState;

bDistressedWanderingSaved Source code

var bool bDistressedWanderingSaved;

bIsPaused Source code

var bool bIsPaused;

bProbeActorRangeTransition Source code

var bool bProbeActorRangeTransition;

bProbeEnemyInLeapRange Source code

var bool bProbeEnemyInLeapRange;

bProbeEnemyInMeleeRange Source code

var bool bProbeEnemyInMeleeRange;

bProbeEnemyInvalid Source code

var bool bProbeEnemyInvalid;

bProbeEnemyNotInMeleeRange Source code

var bool bProbeEnemyNotInMeleeRange;

bProbeEnemyNotVisible Source code

var bool bProbeEnemyNotVisible;

bProbeEnemyRangeTransition Source code

var bool bProbeEnemyRangeTransition;

bProbeHearNoise Source code

var bool bProbeHearNoise;

bProbeNotifyBump Source code

var bool bProbeNotifyBump;

bProbeSeeAlertFriend Source code

var bool bProbeSeeAlertFriend;

bProbeSeeEnemy Source code

var bool bProbeSeeEnemy;

bProbeSeeFriend Source code

var bool bProbeSeeFriend;

bProbeSeeOther Source code

var bool bProbeSeeOther;

bSavedWanderingParameters Source code

var bool bSavedWanderingParameters;

bWanderFixed Source code

var bool bWanderFixed;

LastPainAnim Source code

var name LastPainAnim;

LastRandomSoundTime Source code

var float LastRandomSoundTime;

MaxWanderAttempts Source code

var int MaxWanderAttempts;

MaxWanderFallbackTypes Source code

var int MaxWanderFallbackTypes;

NextAdjustPositionTime Source code

var float NextAdjustPositionTime;

NextScriptedMoveTime Source code

var float NextScriptedMoveTime;

PotentialFocalPoint Source code

var vector PotentialFocalPoint;

TimeSinceBeginState Source code

var float TimeSinceBeginState;

WalkingPctSaved Source code

var float WalkingPctSaved;

WanderDirection Source code

var vector WanderDirection;

WanderMinAdjustedSizeSaved Source code

var float WanderMinAdjustedSizeSaved;

WanderMoveSpeed Source code

var float WanderMoveSpeed;

WanderPauseOddsSaved Source code

var float WanderPauseOddsSaved;

WanderSpeedMaxSaved Source code

var float WanderSpeedMaxSaved;

WanderSpeedMinSaved Source code

var float WanderSpeedMinSaved;

WanderSpreadAngleSaved Source code

var float WanderSpreadAngleSaved;

WanderTurnToDestinationOddsSaved Source code

var float WanderTurnToDestinationOddsSaved;


Functions Detail

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 ( ) )

BeginState @DeadState Source code

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

function vector ClampVerticalComponent ( vector V ) )

DamageAttitudeTo Source code

function DamageAttitudeTo ( Pawn Other, float Damage, class<DamageType> DamageType ) )

DeferTo Source code

function bool DeferTo ( Controller Other ) )

DeferTo @WanderingState Source code

function bool DeferTo ( Controller Other ) )

Desireability Source code

event float Desireability ( Pickup P ) )

Destroyed Source code

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 ( ) )

DoPanicSounds Source code

function DoPanicSounds ( ) )

DumpAIEvents Source code

function DumpAIEvents ( ) )

EnableProbeEvent @ScriptedState Source code

function EnableProbeEvent ( name EventName, bool bVal ) )

EndPanic Source code

function EndPanic ( ) )

EndPanicSound Source code

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 ( ) )

EndState @UsingState Source code

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 Source code

function eventTakeDamage ( int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class<DamageType> DamageType ) )

eventTakeDamage @ScriptedDialogState Source code

function eventTakeDamage ( int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class<DamageType> DamageType ) )

eventTookDamage Source code

function eventTookDamage ( int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class<DamageType> DamageType ) )

FellOutOfWorld Source code

event FellOutOfWorld ( ) )

FinishedRotation @ScriptedState Source code

final event FinishedRotation ( ) )

Freeze Source code

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 ( ) )

GetReactionToEnemy Source code

function EReaction GetReactionToEnemy ( Pawn EnemyPawn ) )

GetRecentAutoEndTime Source code

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 Source code

function ETacticalMoveType GetTacticalMoveType ( ) )

GetTacticalMoveType @ScriptedState Source code

function ETacticalMoveType GetTacticalMoveType ( ) )

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 ( ) )

HandlePanic Source code

function HandlePanic ( ) )

HandlePanic @HandleInvalidLandingState Source code

function HandlePanic ( )

HandlePanic @WanderingPanicState Source code

function HandlePanic ( )

HandleRandomSoundTimer Source code

function HandleRandomSoundTimer ( ) )

InitializeEvents Source code

function InitializeEvents ( ) )

InitializeState Source code

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 Source code

function NotifyInvalidLanding ( CheckResult Hit ) )

NotifyInvalidLanding @HandleInvalidLandingState Source code

function NotifyInvalidLanding ( CheckResult Hit )

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

function NotifyValidLanding ( CheckResult Hit ) )

PickDestination @FindAirState Source code

function PickDestination ( ) )

PickDestination @HandleInvalidLandingState Source code

function bool PickDestination ( ) )

PickDestination @WanderingState Source code

function bool PickDestination ( ) )

PlayRandomSound Source code

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 ( )

Possess Source code

function Possess ( Pawn P ) )

PossessStartup Source code

function PossessStartup ( ) )

PreparedForDialog @ScriptedDialogState Source code

function bool PreparedForDialog ( ) )

RandomSoundTimer Source code

function RandomSoundTimer ( ) )

RestoreCanStrafe Source code

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 ) )

SetEvents Source code

function SetEvents ( ) )

SetRandomSoundTimer Source code

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 ( ) )

StartPanicSound Source code

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 ) )

UpdateEnemy Source code

function UpdateEnemy ( optional bool bTryRadiusCheck ) )

UseActor @ScriptedState Source code

function UseActor ( Actor A ) )

UseActor @UsingState Source code

function UseActor ( Actor A ) )

WanderDidMoveSpecialHandling @WanderingState Source code

function WanderDidMoveSpecialHandling ( )

WanderPauseSpecialAnimation @WanderingState Source code

function bool WanderPauseSpecialAnimation ( ) )

WanderPauseSpecialHandling @WanderingState Source code

function WanderPauseSpecialHandling ( )


Defaultproperties

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