U2AI.U2NPCControllerBasic
- Extends
- U2NPCControllerBase
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
Direct Known Subclasses:
SkaarjController, U2AraknidController, U2DrakkBossController, U2NPCControllerAdvanced, U2RammerController, U2ToscController
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.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 |
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 |
Functions Summary |
| | AbortedLeap ())) @AttackLeapState |
| bool | AdjustAim (class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash )) @ScriptedState |
| | AssignCoverSpot (CoverSpot NewCoverSpot )) @KamikazeState |
| | BCBlockFiring (float SuggestedFireAgainDelay, bool bStopFiring )) @KamikazeState |
| | BCStartFiring ())) @KamikazeState |
| | BeginState ())) @AttackCloseState |
| | BeginState ())) @AttackHuntState |
| | BeginState ())) @AttackLeapState |
| | BeginState ())) @AttackMeleeState |
| | BeginState ())) @AttackMoveToCoverBaseState |
| | BeginState ())) @AttackRecoverEnemyState |
| | BeginState ())) @AttackStakeOutState |
| | BeginState ())) @AttackStationaryState |
| | BeginState ())) @AttackTacticalMoveState |
| | BeginState ())) @AttackTacticalRetreatState |
| | BeginState ())) @AttackTauntState |
| | BeginState ())) @CoweringState |
| | BeginState ())) @DodgingState |
| | BeginState ())) @EnemyKilledState |
| | BeginState ())) @FrozenState |
| | BeginState ())) @HandleInvalidLandingState |
| | BeginState ())) @HoldingState |
| | BeginState ())) @ImpalingState |
| | BeginState ())) @KnockDownState |
| | BeginState ())) @ScriptedState |
| | BeginState ())) @TestMoveState |
| | BeginState ())) @WanderingPanicState |
| | BlockFiring ())) @AttackHuntState |
| | BlockFiring ())) @AttackRecoverEnemyState |
| bool | CanAttemptLeapAttack ())) @KamikazeState |
| bool | CanDodge (optional bool bIgnoreFalling )) @AttackMeleeState |
| bool | CanDodge (optional bool bIgnoreFalling )) @DodgingState |
| bool | CanDodge (optional bool bIgnoreFalling )) @KnockDownState |
| bool | CanDoRagdollHit ())) @KnockDownState |
| bool | CanFire (bool bTest )) @AcquisitionState |
| bool | CanFire (bool bTest )) @AttackCloseState |
| bool | CanFire (bool bTest )) @AttackFallbackState |
| bool | CanFire (bool bTest )) @AttackHuntState |
| bool | CanFire (bool bTest )) @AttackLeapState |
| bool | CanFire (bool bTest )) @AttackMeleeState |
| bool | CanFire (bool bTest )) @AttackRetreatState |
| bool | CanFire (bool bTest )) @AttackTacticalMoveState |
| bool | CanFire (bool bTest )) @CoweringState |
| bool | CanFire (bool bTest )) @DodgingState |
| bool | CanFire (bool bTest )) @FrozenState |
| bool | CanFire (bool bTest )) @ImpalingState |
| bool | CanFire (bool bTest )) @KamikazeState |
| bool | CanFire (bool bTest )) @KnockDownState |
| bool | CanFire (bool bTest )) @ScriptedState |
| bool | CanImpale (Pawn Victim )) @KamikazeState |
| bool | CanStakeOut ())) @KamikazeState |
| bool | CanUseStillAnimations ())) @AttackStationaryState |
| bool | CanUseStillAnimations ())) @KamikazeState |
| | ChangeDestination ())) @AttackRetreatState |
| | CheckBehaviorEnabled ())) @KamikazeState |
| bool | CheckHoldActor ())) @HoldingState |
| | ClearCoverSpot ())) @KamikazeState |
| | ClearHoldSpots ())) @KamikazeState |
| | ClearOrders ())) @KamikazeState |
| | ClearReferencesTo (Pawn P )) @KamikazeState |
| bool | CloseRequiresPathing ())) @AttackCloseState |
| bool | ContinueStakeOut ())) @AttackStakeOutCoverState |
| bool | ContinueStakeOut ())) @AttackStakeOutState |
| | DamageAttitudeTo (Pawn Other, float Damage, class DamageType )) @KamikazeState |
| bool | DeferTo (Controller Other )) @KamikazeState |
| | Destroyed ())) @KamikazeState |
| bool | DetermineOrdersTransition (out name DestinationState, out name DestinationLabel )) @KamikazeState |
| | DoLeapAttack (rotator LeapRotation, float LeapSpeed )) @AttackLeapState |
| | EndPanic ())) @KamikazeState |
| | EndPanic ())) @WanderingPanicState |
| | EndState ())) @AcquisitionState |
| | EndState ())) @AttackCloseState |
| | EndState ())) @AttackHuntState |
| | EndState ())) @AttackLeapState |
| | EndState ())) @AttackMeleeState |
| | EndState ())) @AttackStakeOutState |
| | EndState ())) @AttackStationaryState |
| | EndState ())) @AttackTacticalMoveState |
| | EndState ())) @AttackTacticalRetreatState |
| | EndState ())) @CoweringState |
| | EndState ())) @DodgingState |
| | EndState ())) @EnemyKilledState |
| | EndState ())) @FrozenState |
| | EndState ())) @HandleInvalidLandingState |
| | EndState ())) @HoldingState |
| | EndState ())) @ImpalingState |
| | EndState ())) @KnockDownState |
| | EndState ())) @WanderingPanicState |
| | EnemyAcquired () @AttackHuntState |
| | EnemyAcquired () @DodgingState |
| | EnemyAcquired () @HandleInvalidLandingState |
| | EnemyAcquired ())) @KamikazeState |
| | EnemyAcquired () @KnockDownState |
| | EnemyAcquired () @MoveToGoalWithEnemyState |
| | EnemyAcquired ())) @ScriptedState |
| | EnemyInLeapRange (float Distance )) @KamikazeState |
| | EnemyInMeleeRange ())) @KamikazeState |
| | EnemyInvalid ())) @KamikazeState |
| | EnemyNotInMeleeRange ())) @AttackMeleeState |
| | EnemyNotInMeleeRange ())) @ImpalingState |
| | EnemyRangeTransition (float Distance )) @AttackStationaryState |
| | eventAutoBegin (name DestinationState, name DestinationLabel )) @ScriptedState |
| | eventBumpAll (Actor Other )) @ScriptedState |
| | eventBumpEnemy (Pawn Other )) @AttackCloseChargeState |
| | eventBumpEnemy (Pawn Other )) @AttackFallbackState |
| | eventBumpEnemy (Pawn Other )) @AttackHuntState |
| | eventBumpEnemy (Pawn Other )) @AttackLeapState |
| | eventBumpEnemy (Pawn Other) @AttackMoveToCoverBaseState |
| | eventBumpEnemy (Pawn Other )) @AttackRetreatState |
| | eventBumpFriend (Pawn Other )) @AttackCloseChargeState |
| | eventEnemyNotVisible ())) @AttackCloseState |
| | eventEnemyNotVisible ())) @AttackFallbackState |
| | eventEnemyNotVisible ())) @AttackMeleeState |
| | eventEnemyNotVisible ())) @AttackMoveToCoverCombatState |
| | eventEnemyNotVisible ())) @AttackStationaryState |
| | eventEnemyNotVisible ())) @AttackTacticalMoveState |
| | eventEnemyNotVisible ())) @FindAirState |
| | eventHearNoiseThreat (float Loudness, Actor NoiseMaker )) @AcquisitionState |
| | eventHearNoiseThreat (float Loudness, Actor NoiseMaker )) @AttackFallbackState |
| | eventHearNoiseThreat (float Loudness, Actor NoiseMaker )) @AttackHuntState |
| | eventHearNoiseThreat (float Loudness, Actor NoiseMaker )) @AttackRetreatState |
| | eventHearNoiseThreat (float Loudness, Actor NoiseMaker )) @AttackStakeOutState |
| | eventSeeEnemy (Pawn Seen )) @AcquisitionState |
| | eventSeeEnemy (Pawn Seen )) @AttackFallbackState |
| | eventSeeEnemy (Pawn Seen )) @AttackRetreatState |
| | eventSeeEnemy (Pawn Seen )) @AttackStationaryState |
| | eventSeeOther (Actor Seen )) @KamikazeState |
| | eventTakeDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType )) @KamikazeState |
| | eventTookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType )) @AcquisitionState |
| | eventTookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType )) @AttackCloseState |
| | eventTookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType )) @AttackHuntState |
| | eventTookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType )) @AttackStakeOutCoverState |
| | eventTookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType )) @AttackStakeOutState |
| | ExecuteDodge (bool bLeft, vector DodgeDestination )) @KamikazeState |
| bool | FaceTarget (float F )) @AttackCloseState |
| bool | FaceTarget (float F )) @AttackFallbackState |
| bool | FaceTarget (float F )) @AttackHuntState |
| bool | FaceTarget (float F )) @AttackMoveToCoverCombatState |
| bool | FaceTarget (float F )) @AttackMoveToCoverFleeState |
| bool | FaceTarget (float F )) @AttackRecoverEnemyState |
| bool | FaceTarget (float F )) @ImpalingState |
| | FakeNotifyLeapBeginTimer () @AttackHuntState |
| | FakeNotifyLeapBeginTimer ())) @AttackLeapState |
| | FearThisSpot (Actor aSpot )) @AttackCloseState |
| | FearThisSpot (Actor aSpot )) @AttackHuntState |
| | FearThisSpot (Actor aSpot )) @AttackTacticalMoveState |
| | FearThisSpot (Actor aSpot )) @HoldState |
| | FearThisSpot (Actor aSpot )) @WanderingState |
| bool | FindAlternativeClosePath (Actor Focus )) @AttackCloseState |
| CoverSpot | FindCoverActor (float MaxDistance, float CosMinAngle, float CosMaxAngle, bool bIncludePathable )) @AttackMoveToCoverBaseState |
| CoverSpot | FindCoverActor (float MaxDistance, float CosMinAngle, float CosMaxAngle, bool bIncludePathable )) @KamikazeState |
| bool | FindRetreatDestination ())) @AttackRetreatState |
| bool | FindSpecialAttraction ())) @KamikazeState |
| bool | FindViewSpot ())) @AttackHuntState |
| | FinishedLeap ())) @AttackLeapState |
| | FireAt (Actor A )) @KamikazeState |
| | FireShot (byte bUseAltMode )) @KamikazeState |
| | FreezeNPCHackTimer ()))
|
| bool | FriendlyBumpSpecial ())) @KamikazeState |
| float | GetAttackStyle (Actor TargetActor )) @KamikazeState |
| float | GetCurrentFireRate ())) @KamikazeState |
| float | GetDefenseStyle (Actor TargetActor )) @KamikazeState |
| float | GetDodgeSpeed ())) @DodgingState |
| string | GetExtendedStateInformation ())) @KamikazeState |
| float | GetExtraWanderDistance ())) @WanderingState |
| Actor | GetFinalDestinationActor ())) @AttackFallbackState |
| Actor | GetFinalDestinationActor ())) @AttackMoveToCoverBaseState |
| Actor | GetHoldActor ())) @KamikazeState |
| int | GetLeapDamage (Pawn Other )) @AttackLeapState |
| UtilGame.ELeapResult | GetLeapHighParameters (float TargetDistance, vector Extents, out vector LeapDestination, out float Theta, out float LeapSpeed )) @KamikazeState |
| UtilGame.ELeapResult | GetLeapLowParameters (float TargetDistance, vector Extents, out vector LeapDestination, out float Theta, out float LeapSpeed )) @KamikazeState |
| bool | GetLeapMaxParameters (out vector LeapDestination, vector Extents, out float Theta, out float LeapSpeed )) @KamikazeState |
| vector | GetLeapMomentumTransfer (Pawn Other )) @AttackLeapState |
| bool | GetLeapParameters (out rotator LeapRotation, out float LeapSpeed )) @KamikazeState |
| string | GetMetaStateName ())) @KamikazeState |
| string | GetMetaStateNameShort ())) @KamikazeState |
| Object | GetOrderGiver ())) @KamikazeState |
| name | GetOrders ())) @KamikazeState |
| Actor | GetOrdersObject ())) @KamikazeState |
| float | GetOrdersThreshold ())) @KamikazeState |
| bool | GetPossibleFiringLocation (out vector FiringLocation )) @KamikazeState |
| bool | GetPredictedCloseLocation (out vector PredictedLocation )) @AttackCloseChargeState |
| bool | GetPredictedCloseLocation (out vector PredictedLocation )) @AttackCloseState |
| float | GetReachedDestinationDistance ())) @AttackFallbackState |
| float | GetReachedDestinationDistance ())) @AttackMoveToCoverBaseState |
| EReaction | GetReactionToEnemy (Pawn EnemyPawn )) @KamikazeState |
| bool | GetShouldUseDeviousTactics (float BaseSkill, float BaseOdds )) @KamikazeState |
| Actor | GetSpecialGoal ())) @KamikazeState |
| float | GetSpecifiedFireRate (bool bPrimary )) @KamikazeState |
| ETacticalMoveType | GetTacticalMoveType ())) @AttackCloseChargeState |
| ETacticalMoveType | GetTacticalMoveType ())) @AttackCloseState |
| ETacticalMoveType | GetTacticalMoveType ())) @AttackFallbackState |
| ETacticalMoveType | GetTacticalMoveType ())) @AttackMoveToCoverCombatState |
| Actor | GetTarget ())) @ScriptedState |
| | HandleBump (Pawn Other, bool bEnemy )) @AttackCloseChargeState |
| | HandleBump (Pawn Other, bool bEnemy) @KamikazeState |
| | HandleBumpedByEnemy ())) @KamikazeState |
| | HandledInvalidLanding ())) @HandleInvalidLandingState |
| | HandleEnemyInvalid ())) @KamikazeState |
| | HandleEnemyKilledSafe (Controller Killer, Pawn KilledEnemy )) @KamikazeState |
| | HandleEnemyKilledUnSafe (Controller Killer, Pawn KilledEnemy )) @KamikazeState |
| | HandleFinishedRotation ())) @ScriptedState |
| | HandleFriendDead (Pawn KilledFriend )) @KamikazeState |
| | HandleHoldAtDestination () @HoldState |
| | HandleIncoming (Actor IncomingActor, vector IncomingDirection, float IncomingSpeed) @DodgingState |
| | HandleKnockDown ())) @ImpalingState |
| | HandleKnockDown ())) @KamikazeState |
| | HandlePanic ())) @DodgingState |
| | HandlePanic () @KnockDownState |
| | HandleReachedOrdersObject ())) @AttackFallbackState |
| | HandleRecoveredEnemy () @AttackFallbackState |
| | HandleRecoveredEnemy ())) @AttackHuntState |
| bool | HasInstantHitAttack ())) @KamikazeState |
| bool | HasReachedOrdersObject ())) @AttackFallbackState |
| bool | HasSquadOrders ())) @KamikazeState |
| bool | IgnoreTargetRange ())) @AttackStationaryState |
| | ImpaleAttack ())) @KamikazeState |
| | ImpaleAttackAbort ())) @ImpalingState |
| | ImpaleAttackAnimationAbort ())) @KamikazeState |
| | ImpaleMountVictim (Pawn Victim )) @ImpalingState |
| | ImpalePawn ())) @ImpalingState |
| | ImpalePawn () @KamikazeState |
| | ImpaleSetLaunchVector (Pawn Victim )) @ImpalingState |
| | ImpaleUnMountVictim (Pawn Victim )) @ImpalingState |
| | InitializeState ())) @AttackStationaryState |
| bool | IsFacingTarget (Actor Target, float CosMinFacingAngle )) @AttackHuntState |
| bool | IsFiring ())) @KamikazeState |
| bool | IsImpaling ())) @ImpalingState |
| bool | IsImpaling ())) @KamikazeState |
| bool | IsMeleeAttacking ())) @KamikazeState |
| bool | IsMobile ())) @KamikazeState |
| bool | IsPreparedToFire (bool bOwner, optional bool bCheckWeaponRating, optional int MinWeaponRating )) @KamikazeState |
| bool | IsPreparedToMelee (bool bOwner, optional bool bCheckWeaponRating, optional int MinWeaponRating )) @KamikazeState |
| bool | IsRepeatFire (bool bPrimary )) @ScriptedState |
| bool | IsStationary ())) @KamikazeState |
| | KeepAttacking ())) @AttackStationaryState |
| float | KnockDownAnim ())) @KnockDownState |
| bool | MaybeAcquireEnemy (Pawn NewEnemy )) @KamikazeState |
| | MaybeAlertOthers (Pawn PotentialEnemy )) @KamikazeState |
| | MaybeClearHuntingEnemy ())) @AttackHuntState |
| | MaybeFire (byte bUseAltMode )) @ScriptedState |
| bool | MaybeSetEnemy (Pawn NewEnemy, optional bool bAlertingOthers )) @AttackHuntState |
| bool | MaybeSetEnemy (Pawn NewEnemy, optional bool bAlertingOthers )) @AttackStakeOutState |
| | MayFall ())) @AttackCloseState |
| | MayFall ())) @AttackFallbackState |
| | MayFall ())) @AttackHuntState |
| | MayFall ())) @AttackRetreatState |
| | MeleeAttack (byte bUseAltMode )) @KamikazeState |
| | MeleeAttackAbort ())) @KamikazeState |
| | MeleeDamageTimer ())) @KamikazeState |
| bool | NotifyHeadVolumeChange (PhysicsVolume NewHeadVolume )) @FindAirState |
| bool | NotifyHitWall (vector HitNormal, Actor Wall )) @AttackLeapState |
| bool | NotifyHitWall (vector HitNormal, Actor Wall )) @AttackTacticalMoveState |
| | NotifyKilled (Controller Killer, Controller Killed, Pawn KilledPawn, class DamageType )) @KamikazeState |
| bool | NotifyLanded (vector HitNormal )) @HoldingState |
| | NotifyLeapBegin () @AttackHuntState |
| | NotifyLeapBegin ())) @AttackLeapState |
| | NotifyMeleeDamagedEnemy (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType )) @AttackMeleeState |
| | NotifyMetaStateChange ())) @KamikazeState |
| | NotifyTakeHit (Pawn Instigator, vector HitLocation, int Damage, class<DamageType> DamageType, vector Momentum )) @KamikazeState |
| bool | OKToHit (Actor HitActor, vector HitLocation, vector HitNormal )) @KamikazeState |
| bool | OverrideSpecialAttraction ())) @AttackFallbackState |
| | PawnIsInPain (PhysicsVolume PainVolume )) @AttackTacticalMoveState |
| | PickDestination ())) @AttackFallbackState |
| | PickDestination ())) @AttackHuntState |
| | PickDestination ())) @AttackMoveToCoverBaseState |
| | PickDestination ())) @AttackMoveToCoverCombatState |
| | PickDestination ())) @AttackRetreatState |
| | PickDestination (bool bCanCharge )) @AttackTacticalMoveState |
| | PickDestination (bool bCanCharge )) @AttackTacticalRetreatState |
| | PickDestination ())) @HoldState |
| bool | PickDestination ())) @WanderingState |
| | PickNextSpot ())) @AttackRetreatState |
| | PlayFriendDeadSound ())) @KamikazeState |
| | PlayRandomSound () @AcquisitionState |
| | PlayRandomSound () @AttackLeapState |
| | PlayRandomSound () @AttackMeleeState |
| | PlayRandomSound () @AttackTauntState |
| | PlayRandomSound () @CoweringState |
| | PlayRandomSound () @DodgingState |
| | PlayRandomSound () @GameEndedState |
| | PlayRandomSound () @ImpalingState |
| | PlayRandomSound () @KnockDownState |
| | Possess (Pawn P )) @KamikazeState |
| | PossessStartup ())) @KamikazeState |
| byte | PriorityObjective ())) @KamikazeState |
| bool | ProcessOrders (name NewOrders, out Actor NewOrdersObject, out float NewOrdersThreshold, out Object NewOrderGiver )) @KamikazeState |
| bool | ProcessOrdersFollow (out Actor NewOrdersObject, Object NewOrderGiver )) @KamikazeState |
| bool | ProcessOrdersGoto (out Actor NewOrdersObject )) @KamikazeState |
| bool | ProcessOrdersHold (out Actor NewOrdersObject, Object NewOrderGiver )) @KamikazeState |
| bool | ProcessOrdersNone ())) @KamikazeState |
| bool | ProcessOrdersSquad ())) @KamikazeState |
| | RangedAttackAbort ())) @KamikazeState |
| | ReachedHome ())) @AttackRetreatState |
| bool | ReduceThreat ())) @AttackHuntState |
| | ReflectNotify (name NotifyName )) @AttackLeapState |
| | ReflectNotify (name NotifyName )) @DodgingState |
| | ResetGlobalAISettings () @KamikazeState |
| | Restart ())) @KamikazeState |
| | RestoreCanStrafe ())) @KamikazeState |
| EDestinationResult | SetChargeDestination ())) @AttackCloseState |
| | SetCurrentCoverSpot (CoverSpot NewCoverSpot )) @AttackMoveToCoverBaseState |
| | SetExecuteOrders (bool bVal )) @KamikazeState |
| | SetFall ())) @AttackTacticalMoveState |
| | SetFocus ())) @HoldingState |
| bool | SetOrders (optional name NewOrders, optional Actor NewOrdersObject, optional float NewOrdersThreshold, optional Object NewOrderGiver, optional bool bAcknowledge) @GameEndedState |
| bool | SetOrders (optional name NewOrders, optional Actor NewOrdersObject, optional float NewOrdersThreshold, optional Object NewOrderGiver, optional bool bAcknowledge )) @KamikazeState |
| | SetOrdersObject (Actor NewOrdersObject )) @KamikazeState |
| | SetPeripheralVision ())) @KamikazeState |
| float | SetSpecialAnim (name AnimAction, bool bOverrideBehavior )) @KamikazeState |
| | SetStationary (bool bVal, optional bool bStayStationaryVal )) @KamikazeState |
| bool | SetValidFiringLocation (bool bTryRight, float Distance, out byte bBlocked )) @AttackStationaryState |
| | SetWanderMoveSpeed ())) @WanderingState |
| | SharedTimerEvent ())) @AttackStationaryState |
| | ShotFiredNotification (Pawn Shooter, vector FireDir, class<Projectile> ProjectileClass, float ProjSpeed) @AcquisitionState |
| | ShotFiredNotification (Pawn Shooter, vector FireDir, class<Projectile> ProjectileClass, float ProjSpeed )) @AttackRetreatState |
| | ShotFiredNotification (Pawn Shooter, vector FireDir, class<Projectile> ProjectileClass, float ProjSpeed )) @AttackTacticalMoveState |
| bool | ShouldAbortState ())) @AttackStationaryState |
| bool | ShouldClearSpecialColliders ())) @AttackFallbackState |
| bool | ShouldClearSpecialColliders ())) @AttackMoveToCoverBaseState |
| bool | ShouldDeferTo (Controller Other )) @KamikazeState |
| bool | ShouldGiveUpHunting ())) @KamikazeState |
| bool | ShouldTryToLead (Actor TargetActor, float TargetDistance, bool bTrySplash )) @ScriptedState |
| bool | ShouldWanderPause ())) @WanderingState |
| | SpawnShotTimer ())) @KamikazeState |
| | SpecialDeathHandling (Pawn KilledPawn )) @KamikazeState |
| bool | SpecialHuntDestination ())) @AttackHuntState |
| bool | SplashDamageAttack ())) @KamikazeState |
| bool | SplashJump ())) @KamikazeState |
| | StartFalling ())) @AttackTacticalMoveState |
| bool | StopFearingEnemy ())) @AttackRetreatState |
| | StopFiringBase ())) @KamikazeState |
| | StopFiringUpdate (float SuggestedFireAgainDelay )) @KamikazeState |
| | StopFiringUpdate (float SuggestedFireAgainDelay )) @ScriptedState |
| bool | StrafeFromDamage (float Damage, class<DamageType> DamageType, bool bFindDest )) @AttackCloseState |
| bool | StrafeFromDamage (float Damage, class<DamageType> DamageType, bool bFindDest) @KamikazeState |
| bool | TestAimLocation (vector ProjStart, float ProjSpeed, Actor TargetActor, vector AimLocation, float MaxMissDistance, bool bCanHitOtherPawns )) @ScriptedState |
| bool | TestCanJump ())) @KamikazeState |
| | Tick (float DeltaTime )) @ImpalingState |
| float | TimeSinceTargetLastSeen (Actor TargetActor )) @ScriptedState |
| bool | TrySplashDamageAttack ())) @KamikazeState |
| bool | TryStrafe (vector SideDir )) @AttackCloseState |
| | TryToCloseDodge (bool bLeft )) @AttackCloseState |
| | TryToDodge (vector DuckDir, bool bDuckLeft )) @AttackCloseState |
| | TryToDodge (vector DuckDir, bool bDuckLeft) @AttackLeapState |
| | TryToFindCover ())) @AttackMoveToCoverBaseState |
| | TryToFindCover ())) @AttackMoveToCoverCombatState |
| | TryToFindCover ())) @AttackMoveToCoverFleeState |
| bool | TryToHit (Actor TargetActor, float TargetDistance, float SpreadDegrees, bool bLOSToTarget, float TryToHitBaseOddsMin, float TryToHitBaseOddsMax, float TryToHitBaseDistance, float TryToHitMinMissDistance, float TryToHitMaxHitDistance )) @ScriptedState |
| | UnImpalePawn ())) @ImpalingState |
| | UnImpalePawn () @KamikazeState |
| | UpdateEnemy (optional bool bTryRadiusCheck )) @KamikazeState |
| | UpdateOrders (name NewOrders, Actor NewOrdersObject, float NewOrdersThreshold, Object NewOrderGiver )) @KamikazeState |
| | UpdateRetreatBehavior ())) @AttackTacticalRetreatMeleeState |
| | UpdateRetreatBehavior ())) @AttackTacticalRetreatState |
| bool | UpdateStance (byte TargetStance, optional float EnemyDistance )) @KamikazeState |
| | UpdateTacticalMoveBehavior ())) @AttackTacticalMoveMeleeState |
| | UpdateTacticalMoveBehavior ())) @AttackTacticalMoveState |
| bool | UseTacticalJumps ())) @KamikazeState |
| bool | VerifyCoverSpot ())) @AttackMoveToCoverBaseState |
| | VerifyStateChange (name OldState, name NewState, name Label, bool bGoto, string ContextStr, int ContextLineNum )) @KamikazeState |
| bool | WanderAfterFriendlyBumpExtra ())) @KamikazeState |
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 |
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 |
@AttackCloseState Source code |
state @AttackCloseState extends @MoveToGoalWithEnemyState
|
BeginState, CanFire, CloseRequiresPathing, EndState, eventEnemyNotVisible, eventTookDamage, FaceTarget, FearThisSpot, FindAlternativeClosePath, GetPredictedCloseLocation, GetTacticalMoveType, MayFall, SetChargeDestination, StrafeFromDamage, TryStrafe, TryToCloseDodge, TryToDodge |
@AttackFallbackState Source code |
state @AttackFallbackState extends @MoveToGoalWithEnemyState
|
CanFire, eventBumpEnemy, eventEnemyNotVisible, eventHearNoiseThreat, eventSeeEnemy, FaceTarget, GetFinalDestinationActor, GetReachedDestinationDistance, GetTacticalMoveType, HandleReachedOrdersObject, HandleRecoveredEnemy, HasReachedOrdersObject, MayFall, OverrideSpecialAttraction, PickDestination, ShouldClearSpecialColliders |
@AttackHuntState Source code |
state @AttackHuntState
|
BeginState, BlockFiring, CanFire, EndState, EnemyAcquired, eventBumpEnemy, eventHearNoiseThreat, eventTookDamage, FaceTarget, FakeNotifyLeapBeginTimer, FearThisSpot, FindViewSpot, HandleRecoveredEnemy, IsFacingTarget, MaybeClearHuntingEnemy, MaybeSetEnemy, MayFall, NotifyLeapBegin, PickDestination, ReduceThreat, SpecialHuntDestination |
@AttackLeapState Source code |
state @AttackLeapState
|
AbortedLeap, BeginState, CanFire, DoLeapAttack, EndState, eventBumpEnemy, FakeNotifyLeapBeginTimer, FinishedLeap, GetLeapDamage, GetLeapMomentumTransfer, NotifyHitWall, NotifyLeapBegin, PlayRandomSound, ReflectNotify, TryToDodge |
@AttackRetreatState Source code |
state @AttackRetreatState extends @MoveToGoalWithEnemyState
|
CanFire, ChangeDestination, eventBumpEnemy, eventHearNoiseThreat, eventSeeEnemy, FindRetreatDestination, MayFall, PickDestination, PickNextSpot, ReachedHome, ShotFiredNotification, StopFearingEnemy |
@AttackStationaryState Source code |
state @AttackStationaryState
|
BeginState, CanUseStillAnimations, EndState, EnemyRangeTransition, eventEnemyNotVisible, eventSeeEnemy, IgnoreTargetRange, InitializeState, KeepAttacking, SetValidFiringLocation, SharedTimerEvent, ShouldAbortState |
@AttackTacticalMoveState Source code |
state @AttackTacticalMoveState
|
BeginState, CanFire, EndState, eventEnemyNotVisible, FearThisSpot, NotifyHitWall, PawnIsInPain, PickDestination, SetFall, ShotFiredNotification, StartFalling, UpdateTacticalMoveBehavior |
@ImpalingState Source code |
state @ImpalingState
|
BeginState, CanFire, EndState, EnemyNotInMeleeRange, FaceTarget, HandleKnockDown, ImpaleAttackAbort, ImpaleMountVictim, ImpalePawn, ImpaleSetLaunchVector, ImpaleUnMountVictim, IsImpaling, PlayRandomSound, Tick, UnImpalePawn |
@ScriptedState Source code |
state @ScriptedState
|
AdjustAim, BeginState, CanFire, EnemyAcquired, eventAutoBegin, eventBumpAll, GetTarget, HandleFinishedRotation, IsRepeatFire, MaybeFire, ShouldTryToLead, StopFiringUpdate, TestAimLocation, TimeSinceTargetLastSeen, TryToHit |
CrouchStanceChangeDuration Source code
const CrouchStanceChangeDuration = 0.50;
FakeNotifyLeapBeginTimerName Source code
const FakeNotifyLeapBeginTimerName = 'FakeNotifyLeapBeginTimer';
FreezeNPCHackTimerName Source code
const FreezeNPCHackTimerName = 'FreezeNPCHackTimer';
const LeapBeginNotify = 'LeapBeginNotify';
const MinImpaleCos = -0.93;
ProneStanceChangeDuration Source code
const ProneStanceChangeDuration = 0.75;
const StayNotify = 'Stay';
var float Aggressiveness;
var float AlertTime;
var bool bAcceptedState;
var bool bChangeDir;
var bool bDeviousHunting;
var bool bDodgeFinished;
BehaviorControllerClass Source code
var bool bExecuteOrders;
var bool bFireFalling;
var bool bFrustrated;
var bool bInitiatingAttack;
var bool bKamikaze;
var bool bLeaping;
var bool bLeapNotifyTimeSet;
var bool bMeleeDamagedTarget;
var bool bSmartAboutTurrets;
var bool bSniping;
var bool bStationary;
var bool bStrafeDir;
bTriedLastDetectedLocation Source code
var bool bTriedLastDetectedLocation;
DefaultAcquisitionState Source code
var name DefaultAcquisitionState;
DefaultDeadLockedState Source code
var name DefaultDeadLockedState;
DefaultImmobileAttackState Source code
var name DefaultImmobileAttackState;
var name DefaultImmobileState;
ExecuteOrdersThreshold Source code
var float ExecuteOrdersThreshold;
var float LastBumpDamageTime;
var float LastInvFind;
LastSpecialDestinationCheck Source code
var float LastSpecialDestinationCheck;
var
vector LeapLastHitWallNormal;
var float LeapLastHitWallTime;
var float LeapMinHitWallDelay;
MaxFallbackNoDetectTime Source code
var float MaxFallbackNoDetectTime;
var float MaxHuntTime;
var float MeleeEndTime;
var float NextLeapTime;
var float OldCheckBehaviorDelay;
OldCheckMetaStateDelay Source code
var float OldCheckMetaStateDelay;
var
Pawn OldControllerEnemy;
var name Orders;
var float OrdersThreshold;
var float PendingLeapSpeed;
RealLastDetectedLocation Source code
var
vector RealLastDetectedLocation;
var float RefireDelay;
var float StartDodgeTime;
var float StartTurnTime;
var
vector StateStartLocation;
var
Actor StationarySpot;
var float VerifyCoverRate;
Controller
var(
Controller) globalconfig private
bool bShowOrdersObjects;
AbortedLeap @AttackLeapState Source code
function AbortedLeap ( ) )
AdjustAim @ScriptedState Source code
function bool AdjustAim (
class<
Projectile> ProjectileClass,
float ProjSpeed,
vector ProjStart,
float WeaponFireSpread,
bool bLeadTarget,
bool bWarnTarget,
bool bTossed,
bool bTrySplash ) )
AssignCoverSpot @KamikazeState Source code
function AssignCoverSpot (
CoverSpot NewCoverSpot ) )
BCBlockFiring @KamikazeState Source code
function BCBlockFiring ( float SuggestedFireAgainDelay, bool bStopFiring ) )
BCStartFiring @KamikazeState Source code
StopFiringBase() ; StopFiringUpdate(SuggestedFireAgainDelay) ; } function BCStartFiring ( ) )
BeginState @AttackCloseState Source code
event BeginState ( ) )
BeginState @AttackHuntState Source code
event BeginState ( ) )
BeginState @AttackLeapState Source code
event BeginState ( ) )
BeginState @AttackMeleeState Source code
event BeginState ( ) )
BeginState @AttackMoveToCoverBaseState Source code
event BeginState ( ) )
BeginState @AttackRecoverEnemyState Source code
event BeginState ( ) )
BeginState @AttackStakeOutState Source code
event BeginState ( ) )
BeginState @AttackStationaryState Source code
event BeginState ( ) )
BeginState @AttackTacticalMoveState Source code
event BeginState ( ) )
BeginState @AttackTacticalRetreatState Source code
event BeginState ( ) )
BeginState @AttackTauntState Source code
event BeginState ( ) )
BeginState @CoweringState Source code
event BeginState ( ) )
BeginState @DodgingState Source code
event BeginState ( ) )
BeginState @EnemyKilledState Source code
event BeginState ( ) )
BeginState @FrozenState Source code
event BeginState ( ) )
BeginState @HandleInvalidLandingState Source code
event BeginState ( ) )
BeginState @HoldingState Source code
event BeginState ( ) )
BeginState @ImpalingState Source code
event BeginState ( ) )
BeginState @KnockDownState Source code
event BeginState ( ) )
BeginState @ScriptedState Source code
event BeginState ( ) )
BeginState @TestMoveState Source code
event BeginState ( ) )
BeginState @WanderingPanicState Source code
event BeginState ( ) )
BlockFiring @AttackHuntState Source code
function BlockFiring ( ) )
BlockFiring @AttackRecoverEnemyState Source code
function BlockFiring ( ) )
CanAttemptLeapAttack @KamikazeState Source code
function bool CanAttemptLeapAttack ( ) )
CanDodge @AttackMeleeState Source code
function bool CanDodge ( optional bool bIgnoreFalling ) )
CanDodge @DodgingState Source code
function bool CanDodge ( optional bool bIgnoreFalling ) )
CanDodge @KnockDownState Source code
function bool CanDodge ( optional bool bIgnoreFalling ) )
CanDoRagdollHit @KnockDownState Source code
function bool CanDoRagdollHit ( ) )
CanFire @AcquisitionState Source code
function bool CanFire ( bool bTest ) )
CanFire @AttackCloseState Source code
function bool CanFire ( bool bTest ) )
CanFire @AttackFallbackState Source code
function bool CanFire ( bool bTest ) )
CanFire @AttackHuntState Source code
function bool CanFire ( bool bTest ) )
CanFire @AttackLeapState Source code
function bool CanFire ( bool bTest ) )
CanFire @AttackMeleeState Source code
function bool CanFire ( bool bTest ) )
CanFire @AttackRetreatState Source code
function bool CanFire ( bool bTest ) )
CanFire @AttackTacticalMoveState Source code
function bool CanFire ( bool bTest ) )
CanFire @CoweringState Source code
function bool CanFire ( bool bTest ) )
function bool CanFire ( bool bTest ) )
function bool CanFire ( bool bTest ) )
CanFire @ImpalingState Source code
function bool CanFire ( bool bTest ) )
CanFire @KamikazeState Source code
function bool CanFire ( bool bTest ) )
CanFire @KnockDownState Source code
function bool CanFire ( bool bTest ) )
CanFire @ScriptedState Source code
function bool CanFire ( bool bTest ) )
CanImpale @KamikazeState Source code
function bool CanImpale (
Pawn Victim ) )
CanStakeOut @KamikazeState Source code
function bool CanStakeOut ( ) )
CanUseStillAnimations @AttackStationaryState Source code
function bool CanUseStillAnimations ( ) )
CanUseStillAnimations @KamikazeState Source code
function bool CanUseStillAnimations ( ) )
ChangeDestination @AttackRetreatState Source code
function ChangeDestination ( ) )
CheckBehaviorEnabled @KamikazeState Source code
if(bEnableBC) BehaviorController.SetBCEnabled(true) ; if(ValidEnemy(ControllerEnemy)) { } else { } } function CheckBehaviorEnabled ( ) )
CheckHoldActor @HoldingState Source code
function bool CheckHoldActor ( ) )
ClearCoverSpot @KamikazeState Source code
function ClearCoverSpot ( ) )
ClearHoldSpots @KamikazeState Source code
function ClearHoldSpots ( ) )
ClearOrders @KamikazeState Source code
function ClearOrders ( ) )
ClearReferencesTo @KamikazeState Source code
function ClearReferencesTo (
Pawn P ) )
CloseRequiresPathing @AttackCloseState Source code
function bool CloseRequiresPathing ( ) )
ContinueStakeOut @AttackStakeOutCoverState Source code
function bool ContinueStakeOut ( ) )
ContinueStakeOut @AttackStakeOutState Source code
function bool ContinueStakeOut ( ) )
DamageAttitudeTo @KamikazeState Source code
DeferTo @KamikazeState Source code
Destroyed @KamikazeState Source code
event Destroyed ( ) )
DetermineOrdersTransition @KamikazeState Source code
function bool DetermineOrdersTransition ( out name DestinationState, out name DestinationLabel ) )
DoLeapAttack @AttackLeapState Source code
function DoLeapAttack (
rotator LeapRotation,
float LeapSpeed ) )
EndPanic @KamikazeState Source code
function EndPanic ( ) )
EndPanic @WanderingPanicState Source code
function EndPanic ( ) )
EndState @AcquisitionState Source code
event EndState ( ) )
EndState @AttackCloseState Source code
event EndState ( ) )
EndState @AttackHuntState Source code
event EndState ( ) )
EndState @AttackLeapState Source code
event EndState ( ) )
EndState @AttackMeleeState Source code
event EndState ( ) )
EndState @AttackStakeOutState Source code
event EndState ( ) )
EndState @AttackStationaryState Source code
event EndState ( ) )
EndState @AttackTacticalMoveState Source code
event EndState ( ) )
EndState @AttackTacticalRetreatState Source code
event EndState ( ) )
EndState @CoweringState Source code
event EndState ( ) )
EndState @DodgingState Source code
event EndState ( ) )
EndState @EnemyKilledState Source code
event EndState ( ) )
event EndState ( ) )
EndState @HandleInvalidLandingState Source code
event EndState ( ) )
EndState @HoldingState Source code
event EndState ( ) )
EndState @ImpalingState Source code
event EndState ( ) )
EndState @KnockDownState Source code
event EndState ( ) )
EndState @WanderingPanicState Source code
event EndState ( ) )
EnemyAcquired @AttackHuntState Source code
function EnemyAcquired ( )
EnemyAcquired @DodgingState Source code
function EnemyAcquired ( )
EnemyAcquired @HandleInvalidLandingState Source code
function EnemyAcquired ( )
EnemyAcquired @KamikazeState Source code
function EnemyAcquired ( ) )
EnemyAcquired @KnockDownState Source code
function EnemyAcquired ( )
EnemyAcquired @MoveToGoalWithEnemyState Source code
function EnemyAcquired ( )
EnemyAcquired @ScriptedState Source code
function EnemyAcquired ( ) )
EnemyInLeapRange @KamikazeState Source code
event EnemyInLeapRange ( float Distance ) )
EnemyInMeleeRange @KamikazeState Source code
event EnemyInMeleeRange ( ) )
EnemyInvalid @KamikazeState Source code
event EnemyInvalid ( ) )
EnemyNotInMeleeRange @AttackMeleeState Source code
event EnemyNotInMeleeRange ( ) )
EnemyNotInMeleeRange @ImpalingState Source code
event EnemyNotInMeleeRange ( ) )
EnemyRangeTransition @AttackStationaryState Source code
event EnemyRangeTransition ( float Distance ) )
eventAutoBegin @ScriptedState Source code
function eventAutoBegin ( name DestinationState, name DestinationLabel ) )
eventBumpAll @ScriptedState Source code
function eventBumpAll (
Actor Other ) )
eventBumpEnemy @AttackCloseChargeState Source code
function eventBumpEnemy (
Pawn Other ) )
eventBumpEnemy @AttackFallbackState Source code
function eventBumpEnemy (
Pawn Other ) )
eventBumpEnemy @AttackHuntState Source code
function eventBumpEnemy (
Pawn Other ) )
eventBumpEnemy @AttackLeapState Source code
function eventBumpEnemy (
Pawn Other ) )
eventBumpEnemy @AttackMoveToCoverBaseState Source code
function eventBumpEnemy (
Pawn Other )
eventBumpEnemy @AttackRetreatState Source code
function eventBumpEnemy (
Pawn Other ) )
eventBumpFriend @AttackCloseChargeState Source code
function eventBumpFriend (
Pawn Other ) )
eventEnemyNotVisible @AttackCloseState Source code
function eventEnemyNotVisible ( ) )
eventEnemyNotVisible @AttackFallbackState Source code
function eventEnemyNotVisible ( ) )
eventEnemyNotVisible @AttackMeleeState Source code
function eventEnemyNotVisible ( ) )
eventEnemyNotVisible @AttackMoveToCoverCombatState Source code
function eventEnemyNotVisible ( ) )
eventEnemyNotVisible @AttackStationaryState Source code
function eventEnemyNotVisible ( ) )
eventEnemyNotVisible @AttackTacticalMoveState Source code
function eventEnemyNotVisible ( ) )
eventEnemyNotVisible @FindAirState Source code
function eventEnemyNotVisible ( ) )
eventHearNoiseThreat @AcquisitionState Source code
singular
function eventHearNoiseThreat (
float Loudness,
Actor NoiseMaker ) )
eventHearNoiseThreat @AttackFallbackState Source code
singular
function eventHearNoiseThreat (
float Loudness,
Actor NoiseMaker ) )
eventHearNoiseThreat @AttackHuntState Source code
singular
function eventHearNoiseThreat (
float Loudness,
Actor NoiseMaker ) )
eventHearNoiseThreat @AttackRetreatState Source code
singular
function eventHearNoiseThreat (
float Loudness,
Actor NoiseMaker ) )
eventHearNoiseThreat @AttackStakeOutState Source code
singular
function eventHearNoiseThreat (
float Loudness,
Actor NoiseMaker ) )
eventSeeEnemy @AcquisitionState Source code
function eventSeeEnemy (
Pawn Seen ) )
eventSeeEnemy @AttackFallbackState Source code
function eventSeeEnemy (
Pawn Seen ) )
eventSeeEnemy @AttackRetreatState Source code
function eventSeeEnemy (
Pawn Seen ) )
eventSeeEnemy @AttackStationaryState Source code
function eventSeeEnemy (
Pawn Seen ) )
eventSeeOther @KamikazeState Source code
if(OldControllerEnemy==ControllerEnemy) OldControllerEnemy = None ; }
function eventSeeOther (
Actor Seen ) )
eventTakeDamage @KamikazeState Source code
eventTookDamage @AcquisitionState Source code
eventTookDamage @AttackCloseState Source code
eventTookDamage @AttackHuntState Source code
eventTookDamage @AttackStakeOutCoverState Source code
eventTookDamage @AttackStakeOutState Source code
ExecuteDodge @KamikazeState Source code
function ExecuteDodge (
bool bLeft,
vector DodgeDestination ) )
FaceTarget @AttackCloseState Source code
function bool FaceTarget ( float F ) )
FaceTarget @AttackFallbackState Source code
function bool FaceTarget ( float F ) )
FaceTarget @AttackHuntState Source code
function bool FaceTarget ( float F ) )
FaceTarget @AttackMoveToCoverCombatState Source code
function bool FaceTarget ( float F ) )
FaceTarget @AttackMoveToCoverFleeState Source code
function bool FaceTarget ( float F ) )
FaceTarget @AttackRecoverEnemyState Source code
function bool FaceTarget ( float F ) )
FaceTarget @ImpalingState Source code
function bool FaceTarget ( float F ) )
FakeNotifyLeapBeginTimer @AttackHuntState Source code
function FakeNotifyLeapBeginTimer ( )
FakeNotifyLeapBeginTimer @AttackLeapState Source code
function FakeNotifyLeapBeginTimer ( ) )
FearThisSpot @AttackCloseState Source code
function FearThisSpot (
Actor aSpot ) )
FearThisSpot @AttackHuntState Source code
function FearThisSpot (
Actor aSpot ) )
FearThisSpot @AttackTacticalMoveState Source code
function FearThisSpot (
Actor aSpot ) )
FearThisSpot @HoldState Source code
function FearThisSpot (
Actor aSpot ) )
FearThisSpot @WanderingState Source code
function FearThisSpot (
Actor aSpot ) )
FindAlternativeClosePath @AttackCloseState Source code
function bool FindAlternativeClosePath (
Actor Focus ) )
FindCoverActor @AttackMoveToCoverBaseState Source code
function CoverSpot FindCoverActor (
float MaxDistance,
float CosMinAngle,
float CosMaxAngle,
bool bIncludePathable ) )
FindCoverActor @KamikazeState Source code
function CoverSpot FindCoverActor (
float MaxDistance,
float CosMinAngle,
float CosMaxAngle,
bool bIncludePathable ) )
FindRetreatDestination @AttackRetreatState Source code
function bool FindRetreatDestination ( ) )
FindSpecialAttraction @KamikazeState Source code
function bool FindSpecialAttraction ( ) )
FindViewSpot @AttackHuntState Source code
function bool FindViewSpot ( ) )
FinishedLeap @AttackLeapState Source code
function FinishedLeap ( ) )
function FireAt (
Actor A ) )
FireShot @KamikazeState Source code
function FireShot ( byte bUseAltMode ) )
function FreezeNPCHackTimer ( ) )
FriendlyBumpSpecial @KamikazeState Source code
local name DestinationState , DestinationLabel ; local bool bMaintainCurrentState ; ResetGlobalAISettings() ; if(ControllerEnemy!=None) { return ; } if(HasScript()) { if(GetStateName()==ScriptedState) { bMaintainCurrentState = true ; } else { DestinationState = ScriptedState ; if(IsInState(ScriptedDialogState)) DestinationLabel = BeginLabel ; else DestinationLabel = AutoEndLabel ; } } else if(bStationary) { DestinationState = DefaultImmobileState ; } else if(Orders==OrdersNone||!ReadyForOrders()||!DetermineOrdersTransition(DestinationState,DestinationLabel)) { DestinationState = DefaultState ; } if(bMaintainCurrentState) { } else { GotoState(DestinationState,DestinationLabel) ; } } function bool FriendlyBumpSpecial ( ) )
GetAttackStyle @KamikazeState Source code
function float GetAttackStyle (
Actor TargetActor ) )
GetCurrentFireRate @KamikazeState Source code
function float GetCurrentFireRate ( ) )
GetDefenseStyle @KamikazeState Source code
function float GetDefenseStyle (
Actor TargetActor ) )
GetDodgeSpeed @DodgingState Source code
function float GetDodgeSpeed ( ) )
GetExtendedStateInformation @KamikazeState Source code
function string GetExtendedStateInformation ( ) )
GetExtraWanderDistance @WanderingState Source code
function float GetExtraWanderDistance ( ) )
GetFinalDestinationActor @AttackFallbackState Source code
function Actor GetFinalDestinationActor ( ) )
GetFinalDestinationActor @AttackMoveToCoverBaseState Source code
function Actor GetFinalDestinationActor ( ) )
GetHoldActor @KamikazeState Source code
function Actor GetHoldActor ( ) )
GetLeapDamage @AttackLeapState Source code
function int GetLeapDamage (
Pawn Other ) )
GetLeapHighParameters @KamikazeState Source code
function UtilGame.ELeapResult GetLeapHighParameters (
float TargetDistance,
vector Extents,
out vector LeapDestination,
out float Theta,
out float LeapSpeed ) )
GetLeapLowParameters @KamikazeState Source code
function UtilGame.ELeapResult GetLeapLowParameters (
float TargetDistance,
vector Extents,
out vector LeapDestination,
out float Theta,
out float LeapSpeed ) )
GetLeapMaxParameters @KamikazeState Source code
function bool GetLeapMaxParameters (
out vector LeapDestination,
vector Extents,
out float Theta,
out float LeapSpeed ) )
GetLeapMomentumTransfer @AttackLeapState Source code
function vector GetLeapMomentumTransfer (
Pawn Other ) )
GetLeapParameters @KamikazeState Source code
function bool GetLeapParameters (
out rotator LeapRotation,
out float LeapSpeed ) )
GetMetaStateName @KamikazeState Source code
function string GetMetaStateName ( ) )
GetMetaStateNameShort @KamikazeState Source code
function string GetMetaStateNameShort ( ) )
GetOrderGiver @KamikazeState Source code
function Object GetOrderGiver ( ) )
GetOrders @KamikazeState Source code
function name GetOrders ( ) )
GetOrdersObject @KamikazeState Source code
function Actor GetOrdersObject ( ) )
GetOrdersThreshold @KamikazeState Source code
function float GetOrdersThreshold ( ) )
GetPossibleFiringLocation @KamikazeState Source code
function bool GetPossibleFiringLocation (
out vector FiringLocation ) )
GetPredictedCloseLocation @AttackCloseChargeState Source code
function bool GetPredictedCloseLocation (
out vector PredictedLocation ) )
GetPredictedCloseLocation @AttackCloseState Source code
function bool GetPredictedCloseLocation (
out vector PredictedLocation ) )
GetReachedDestinationDistance @AttackFallbackState Source code
function float GetReachedDestinationDistance ( ) )
GetReachedDestinationDistance @AttackMoveToCoverBaseState Source code
function float GetReachedDestinationDistance ( ) )
GetReactionToEnemy @KamikazeState Source code
GetShouldUseDeviousTactics @KamikazeState Source code
function bool GetShouldUseDeviousTactics ( float BaseSkill, float BaseOdds ) )
GetSpecialGoal @KamikazeState Source code
function Actor GetSpecialGoal ( ) )
GetSpecifiedFireRate @KamikazeState Source code
function float GetSpecifiedFireRate ( bool bPrimary ) )
GetTacticalMoveType @AttackCloseChargeState Source code
GetTacticalMoveType @AttackCloseState Source code
GetTacticalMoveType @AttackFallbackState Source code
GetTacticalMoveType @AttackMoveToCoverCombatState Source code
GetTarget @ScriptedState Source code
function Actor GetTarget ( ) )
HandleBump @AttackCloseChargeState Source code
function HandleBump (
Pawn Other,
bool bEnemy ) )
HandleBump @KamikazeState Source code
function HandleBump (
Pawn Other,
bool bEnemy )
HandleBumpedByEnemy @KamikazeState Source code
function HandleBumpedByEnemy ( ) )
HandledInvalidLanding @HandleInvalidLandingState Source code
function HandledInvalidLanding ( ) )
HandleEnemyInvalid @KamikazeState Source code
function HandleEnemyInvalid ( ) )
HandleEnemyKilledSafe @KamikazeState Source code
function HandleEnemyKilledSafe (
Controller Killer,
Pawn KilledEnemy ) )
HandleEnemyKilledUnSafe @KamikazeState Source code
function HandleEnemyKilledUnSafe (
Controller Killer,
Pawn KilledEnemy ) )
HandleFinishedRotation @ScriptedState Source code
function HandleFinishedRotation ( ) )
HandleFriendDead @KamikazeState Source code
function HandleFriendDead (
Pawn KilledFriend ) )
HandleHoldAtDestination @HoldState Source code
function HandleHoldAtDestination ( )
HandleIncoming @DodgingState Source code
function HandleIncoming (
Actor IncomingActor,
vector IncomingDirection,
float IncomingSpeed )
HandleKnockDown @ImpalingState Source code
function HandleKnockDown ( ) )
HandleKnockDown @KamikazeState Source code
function HandleKnockDown ( ) )
HandlePanic @DodgingState Source code
function HandlePanic ( ) )
HandlePanic @KnockDownState Source code
function HandlePanic ( )
HandleReachedOrdersObject @AttackFallbackState Source code
function HandleReachedOrdersObject ( ) )
HandleRecoveredEnemy @AttackFallbackState Source code
function HandleRecoveredEnemy ( )
HandleRecoveredEnemy @AttackHuntState Source code
function HandleRecoveredEnemy ( ) )
HasInstantHitAttack @KamikazeState Source code
function bool HasInstantHitAttack ( ) )
HasReachedOrdersObject @AttackFallbackState Source code
function bool HasReachedOrdersObject ( ) )
HasSquadOrders @KamikazeState Source code
function bool HasSquadOrders ( ) )
IgnoreTargetRange @AttackStationaryState Source code
function bool IgnoreTargetRange ( ) )
ImpaleAttack @KamikazeState Source code
function ImpaleAttack ( ) )
ImpaleAttackAbort @ImpalingState Source code
function ImpaleAttackAbort ( ) )
ImpaleAttackAnimationAbort @KamikazeState Source code
function ImpaleAttackAnimationAbort ( ) )
ImpaleMountVictim @ImpalingState Source code
function ImpaleMountVictim (
Pawn Victim ) )
ImpalePawn @ImpalingState Source code
function ImpalePawn ( ) )
ImpalePawn @KamikazeState Source code
function ImpalePawn ( )
ImpaleSetLaunchVector @ImpalingState Source code
function ImpaleSetLaunchVector (
Pawn Victim ) )
ImpaleUnMountVictim @ImpalingState Source code
function ImpaleUnMountVictim (
Pawn Victim ) )
InitializeState @AttackStationaryState Source code
function InitializeState ( ) )
IsFacingTarget @AttackHuntState Source code
function bool IsFacingTarget (
Actor Target,
float CosMinFacingAngle ) )
IsFiring @KamikazeState Source code
function bool IsFiring ( ) )
IsImpaling @ImpalingState Source code
function bool IsImpaling ( ) )
IsImpaling @KamikazeState Source code
function bool IsImpaling ( ) )
IsMeleeAttacking @KamikazeState Source code
function bool IsMeleeAttacking ( ) )
IsMobile @KamikazeState Source code
function bool IsMobile ( ) )
IsPreparedToFire @KamikazeState Source code
function bool IsPreparedToFire ( bool bOwner, optional bool bCheckWeaponRating, optional int MinWeaponRating ) )
IsPreparedToMelee @KamikazeState Source code
function bool IsPreparedToMelee ( bool bOwner, optional bool bCheckWeaponRating, optional int MinWeaponRating ) )
IsRepeatFire @ScriptedState Source code
function bool IsRepeatFire ( bool bPrimary ) )
IsStationary @KamikazeState Source code
function bool IsStationary ( ) )
KeepAttacking @AttackStationaryState Source code
function KeepAttacking ( ) )
KnockDownAnim @KnockDownState Source code
function float KnockDownAnim ( ) )
MaybeAcquireEnemy @KamikazeState Source code
function bool MaybeAcquireEnemy (
Pawn NewEnemy ) )
MaybeAlertOthers @KamikazeState Source code
function MaybeAlertOthers (
Pawn PotentialEnemy ) )
MaybeClearHuntingEnemy @AttackHuntState Source code
function MaybeClearHuntingEnemy ( ) )
MaybeFire @ScriptedState Source code
function MaybeFire ( byte bUseAltMode ) )
MaybeSetEnemy @AttackHuntState Source code
function bool MaybeSetEnemy (
Pawn NewEnemy, optional
bool bAlertingOthers ) )
MaybeSetEnemy @AttackStakeOutState Source code
function bool MaybeSetEnemy (
Pawn NewEnemy, optional
bool bAlertingOthers ) )
MayFall @AttackCloseState Source code
event MayFall ( ) )
MayFall @AttackFallbackState Source code
event MayFall ( ) )
MayFall @AttackHuntState Source code
event MayFall ( ) )
MayFall @AttackRetreatState Source code
event MayFall ( ) )
MeleeAttack @KamikazeState Source code
function MeleeAttack ( byte bUseAltMode ) )
MeleeAttackAbort @KamikazeState Source code
function MeleeAttackAbort ( ) )
MeleeDamageTimer @KamikazeState Source code
function MeleeDamageTimer ( ) )
NotifyHeadVolumeChange @FindAirState Source code
event bool NotifyHeadVolumeChange (
PhysicsVolume NewHeadVolume ) )
NotifyHitWall @AttackLeapState Source code
event bool NotifyHitWall (
vector HitNormal,
Actor Wall ) )
NotifyHitWall @AttackTacticalMoveState Source code
event bool NotifyHitWall (
vector HitNormal,
Actor Wall ) )
NotifyKilled @KamikazeState Source code
NotifyLanded @HoldingState Source code
event bool NotifyLanded (
vector HitNormal ) )
NotifyLeapBegin @AttackHuntState Source code
function NotifyLeapBegin ( )
NotifyLeapBegin @AttackLeapState Source code
function NotifyLeapBegin ( ) )
NotifyMeleeDamagedEnemy @AttackMeleeState Source code
NotifyMetaStateChange @KamikazeState Source code
function NotifyMetaStateChange ( ) )
NotifyTakeHit @KamikazeState Source code
OKToHit @KamikazeState Source code
OverrideSpecialAttraction @AttackFallbackState Source code
function bool OverrideSpecialAttraction ( ) )
PawnIsInPain @AttackTacticalMoveState Source code
PickDestination @AttackFallbackState Source code
function PickDestination ( ) )
PickDestination @AttackHuntState Source code
function PickDestination ( ) )
PickDestination @AttackMoveToCoverBaseState Source code
function PickDestination ( ) )
PickDestination @AttackMoveToCoverCombatState Source code
function PickDestination ( ) )
PickDestination @AttackRetreatState Source code
function PickDestination ( ) )
PickDestination @AttackTacticalMoveState Source code
function PickDestination ( bool bCanCharge ) )
PickDestination @AttackTacticalRetreatState Source code
function PickDestination ( bool bCanCharge ) )
PickDestination @HoldState Source code
function PickDestination ( ) )
PickDestination @WanderingState Source code
function bool PickDestination ( ) )
PickNextSpot @AttackRetreatState Source code
function PickNextSpot ( ) )
PlayFriendDeadSound @KamikazeState Source code
function PlayFriendDeadSound ( ) )
PlayRandomSound @AcquisitionState Source code
function PlayRandomSound ( )
PlayRandomSound @AttackLeapState Source code
function PlayRandomSound ( )
PlayRandomSound @AttackMeleeState Source code
function PlayRandomSound ( )
PlayRandomSound @AttackTauntState Source code
function PlayRandomSound ( )
PlayRandomSound @CoweringState Source code
function PlayRandomSound ( )
PlayRandomSound @DodgingState Source code
function PlayRandomSound ( )
PlayRandomSound @GameEndedState Source code
function PlayRandomSound ( )
PlayRandomSound @ImpalingState Source code
function PlayRandomSound ( )
PlayRandomSound @KnockDownState Source code
function PlayRandomSound ( )
Possess @KamikazeState Source code
function Possess (
Pawn P ) )
PossessStartup @KamikazeState Source code
function PossessStartup ( ) )
PriorityObjective @KamikazeState Source code
function byte PriorityObjective ( ) )
ProcessOrders @KamikazeState Source code
function bool ProcessOrders (
name NewOrders,
out Actor NewOrdersObject,
out float NewOrdersThreshold,
out Object NewOrderGiver ) )
ProcessOrdersFollow @KamikazeState Source code
function bool ProcessOrdersFollow (
out Actor NewOrdersObject,
Object NewOrderGiver ) )
ProcessOrdersGoto @KamikazeState Source code
function bool ProcessOrdersGoto (
out Actor NewOrdersObject ) )
ProcessOrdersHold @KamikazeState Source code
function bool ProcessOrdersHold (
out Actor NewOrdersObject,
Object NewOrderGiver ) )
ProcessOrdersNone @KamikazeState Source code
function bool ProcessOrdersNone ( ) )
ProcessOrdersSquad @KamikazeState Source code
function bool ProcessOrdersSquad ( ) )
RangedAttackAbort @KamikazeState Source code
function RangedAttackAbort ( ) )
ReachedHome @AttackRetreatState Source code
function ReachedHome ( ) )
ReduceThreat @AttackHuntState Source code
function bool ReduceThreat ( ) )
ReflectNotify @AttackLeapState Source code
function ReflectNotify ( name NotifyName ) )
ReflectNotify @DodgingState Source code
function ReflectNotify ( name NotifyName ) )
ResetGlobalAISettings @KamikazeState Source code
function ResetGlobalAISettings ( )
Restart @KamikazeState Source code
function Restart ( ) )
RestoreCanStrafe @KamikazeState Source code
function RestoreCanStrafe ( ) )
SetChargeDestination @AttackCloseState Source code
SetCurrentCoverSpot @AttackMoveToCoverBaseState Source code
function SetCurrentCoverSpot (
CoverSpot NewCoverSpot ) )
SetExecuteOrders @KamikazeState Source code
function SetExecuteOrders ( bool bVal ) )
SetFall @AttackTacticalMoveState Source code
function SetFall ( ) )
SetFocus @HoldingState Source code
function SetFocus ( ) )
SetOrders @GameEndedState Source code
function bool SetOrders ( optional
name NewOrders, optional
Actor NewOrdersObject, optional
float NewOrdersThreshold, optional
Object NewOrderGiver, optional
bool bAcknowledge )
SetOrders @KamikazeState Source code
function bool SetOrders ( optional
name NewOrders, optional
Actor NewOrdersObject, optional
float NewOrdersThreshold, optional
Object NewOrderGiver, optional
bool bAcknowledge ) )
SetOrdersObject @KamikazeState Source code
function SetOrdersObject (
Actor NewOrdersObject ) )
SetPeripheralVision @KamikazeState Source code
function SetPeripheralVision ( ) )
SetSpecialAnim @KamikazeState Source code
function float SetSpecialAnim ( name AnimAction, bool bOverrideBehavior ) )
SetStationary @KamikazeState Source code
function SetStationary ( bool bVal, optional bool bStayStationaryVal ) )
SetValidFiringLocation @AttackStationaryState Source code
function bool SetValidFiringLocation ( bool bTryRight, float Distance, out byte bBlocked ) )
SetWanderMoveSpeed @WanderingState Source code
function SetWanderMoveSpeed ( ) )
SharedTimerEvent @AttackStationaryState Source code
function SharedTimerEvent ( ) )
ShotFiredNotification @AcquisitionState Source code
function ShotFiredNotification (
Pawn Shooter,
vector FireDir,
class<
Projectile> ProjectileClass,
float ProjSpeed )
ShotFiredNotification @AttackRetreatState Source code
function ShotFiredNotification (
Pawn Shooter,
vector FireDir,
class<
Projectile> ProjectileClass,
float ProjSpeed ) )
ShotFiredNotification @AttackTacticalMoveState Source code
function ShotFiredNotification (
Pawn Shooter,
vector FireDir,
class<
Projectile> ProjectileClass,
float ProjSpeed ) )
ShouldAbortState @AttackStationaryState Source code
local
bool bFoundAdjustedLocation ; local
byte bRightBlocked , bLeftBlocked ; if(
Level.TimeSeconds>=NextAdjustPositionTime) { if((SFInfo==SFI_NoLOS||SFInfo==SFI_NoShot||SFInfo==SFI_OutOfRange)&&U2PBasic.bCanAdjustStationaryPosition&&BehaviorController.GetCheckBehaviorDelay()>=AdjustAgainDelay&&IsMobile()&&ValidEnemy(ControllerEnemy)) { if(
Pawn.GetStance()!=ST_Prone||
Pawn.GetDesiredStance()!=ST_Prone) { bFoundAdjustedLocation = SetValidFiringLocation(true,
Pawn.CollisionRadius,bRightBlocked) ; if(!bFoundAdjustedLocation) bFoundAdjustedLocation = SetValidFiringLocation(false,
Pawn.CollisionRadius,bLeftBlocked) ; if(!bFoundAdjustedLocation&&bRightBlocked==
0) bFoundAdjustedLocation = SetValidFiringLocation(true,
2*
Pawn.CollisionRadius,bRightBlocked) ; if(!bFoundAdjustedLocation&&bLeftBlocked==
0) bFoundAdjustedLocation = SetValidFiringLocation(false,
2*
Pawn.CollisionRadius,bLeftBlocked) ; if(!bFoundAdjustedLocation&&bRightBlocked==
0) bFoundAdjustedLocation = SetValidFiringLocation(true,
4*
Pawn.CollisionRadius,bRightBlocked) ; if(!bFoundAdjustedLocation&&bLeftBlocked==
0) bFoundAdjustedLocation = SetValidFiringLocation(false,
4*
Pawn.CollisionRadius,bLeftBlocked) ; } if(bFoundAdjustedLocation) { NextAdjustPositionTime =
Level.TimeSeconds + AdjustAgainDelay ; GotoLabel(AdjustPositionLabel) ; } else { } } } else { } }
function bool ShouldAbortState ( ) )
ShouldClearSpecialColliders @AttackFallbackState Source code
function bool ShouldClearSpecialColliders ( ) )
ShouldClearSpecialColliders @AttackMoveToCoverBaseState Source code
function bool ShouldClearSpecialColliders ( ) )
ShouldDeferTo @KamikazeState Source code
function bool ShouldDeferTo (
Controller Other ) )
ShouldGiveUpHunting @KamikazeState Source code
function bool ShouldGiveUpHunting ( ) )
ShouldTryToLead @ScriptedState Source code
function bool ShouldTryToLead (
Actor TargetActor,
float TargetDistance,
bool bTrySplash ) )
ShouldWanderPause @WanderingState Source code
function bool ShouldWanderPause ( ) )
SpawnShotTimer @KamikazeState Source code
function SpawnShotTimer ( ) )
SpecialDeathHandling @KamikazeState Source code
function SpecialDeathHandling (
Pawn KilledPawn ) )
SpecialHuntDestination @AttackHuntState Source code
function bool SpecialHuntDestination ( ) )
SplashDamageAttack @KamikazeState Source code
function bool SplashDamageAttack ( ) )
SplashJump @KamikazeState Source code
function bool SplashJump ( ) )
StartFalling @AttackTacticalMoveState Source code
function StartFalling ( ) )
StopFearingEnemy @AttackRetreatState Source code
function bool StopFearingEnemy ( ) )
StopFiringBase @KamikazeState Source code
function StopFiringBase ( ) )
StopFiringUpdate @KamikazeState Source code
function StopFiringUpdate ( float SuggestedFireAgainDelay ) )
StopFiringUpdate @ScriptedState Source code
function StopFiringUpdate ( float SuggestedFireAgainDelay ) )
StrafeFromDamage @AttackCloseState Source code
StrafeFromDamage @KamikazeState Source code
TestAimLocation @ScriptedState Source code
function bool TestAimLocation (
vector ProjStart,
float ProjSpeed,
Actor TargetActor,
vector AimLocation,
float MaxMissDistance,
bool bCanHitOtherPawns ) )
TestCanJump @KamikazeState Source code
function bool TestCanJump ( ) )
event Tick ( float DeltaTime ) )
TimeSinceTargetLastSeen @ScriptedState Source code
function float TimeSinceTargetLastSeen (
Actor TargetActor ) )
TrySplashDamageAttack @KamikazeState Source code
function bool TrySplashDamageAttack ( ) )
TryStrafe @AttackCloseState Source code
function bool TryStrafe (
vector SideDir ) )
TryToCloseDodge @AttackCloseState Source code
function TryToCloseDodge ( bool bLeft ) )
TryToDodge @AttackCloseState Source code
function TryToDodge (
vector DuckDir,
bool bDuckLeft ) )
TryToDodge @AttackLeapState Source code
function TryToDodge (
vector DuckDir,
bool bDuckLeft )
TryToFindCover @AttackMoveToCoverBaseState Source code
function TryToFindCover ( ) )
TryToFindCover @AttackMoveToCoverCombatState Source code
function TryToFindCover ( ) )
TryToFindCover @AttackMoveToCoverFleeState Source code
function TryToFindCover ( ) )
TryToHit @ScriptedState Source code
function bool TryToHit (
Actor TargetActor,
float TargetDistance,
float SpreadDegrees,
bool bLOSToTarget,
float TryToHitBaseOddsMin,
float TryToHitBaseOddsMax,
float TryToHitBaseDistance,
float TryToHitMinMissDistance,
float TryToHitMaxHitDistance ) )
UnImpalePawn @ImpalingState Source code
function UnImpalePawn ( ) )
UnImpalePawn @KamikazeState Source code
function UnImpalePawn ( )
UpdateEnemy @KamikazeState Source code
function UpdateEnemy ( optional bool bTryRadiusCheck ) )
UpdateOrders @KamikazeState Source code
function UpdateOrders (
name NewOrders,
Actor NewOrdersObject,
float NewOrdersThreshold,
Object NewOrderGiver ) )
UpdateRetreatBehavior @AttackTacticalRetreatMeleeState Source code
function UpdateRetreatBehavior ( ) )
UpdateRetreatBehavior @AttackTacticalRetreatState Source code
function UpdateRetreatBehavior ( ) )
UpdateStance @KamikazeState Source code
function bool UpdateStance ( byte TargetStance, optional float EnemyDistance ) )
UpdateTacticalMoveBehavior @AttackTacticalMoveMeleeState Source code
function UpdateTacticalMoveBehavior ( ) )
UpdateTacticalMoveBehavior @AttackTacticalMoveState Source code
function UpdateTacticalMoveBehavior ( ) )
UseTacticalJumps @KamikazeState Source code
function bool UseTacticalJumps ( ) )
VerifyCoverSpot @AttackMoveToCoverBaseState Source code
function bool VerifyCoverSpot ( ) )
VerifyStateChange @KamikazeState Source code
function VerifyStateChange ( name OldState, name NewState, name Label, bool bGoto, string ContextStr, int ContextLineNum ) )
WanderAfterFriendlyBumpExtra @KamikazeState Source code
function bool WanderAfterFriendlyBumpExtra ( ) )
defaultproperties
{
Aggressiveness=0.300000
VerifyCoverRate=0.500000
ExecuteOrdersThreshold=0.500000
BehaviorControllerClass=Class'U2AI.BehaviorControllerBasic'
DefaultAcquisitionState='Acquisition'
DefaultDeadLockedState='DeadLocked'
DefaultImmobileState='hold'
DefaultImmobileAttackState='AttackStationary'
MaxFallbackNoDetectTime=5.000000
MaxHuntTime=30.000000
LeapMinHitWallDelay=0.200000
bProbeHearNoise=true
bProbeNotifyBump=true
bProbeEnemyInMeleeRange=true
bProbeSeeEnemy=true
CosMinFacingTargetAngle=0.866000
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 10:48:34.889 - Created with
UnCodeX