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U2AI.U2NPCControllerBot

Extends
U2NPCControllerAdvanced
Modifiers
abstract

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller
      |   
      +-- Engine.LicenseeController
         |   
         +-- Engine.AIController
            |   
            +-- U2.U2NPCController
               |   
               +-- U2AI.U2NPCControllerScriptable
                  |   
                  +-- U2AI.U2NPCControllerShared
                     |   
                     +-- U2AI.U2NPCControllerBase
                        |   
                        +-- U2AI.U2NPCControllerBasic
                           |   
                           +-- U2AI.U2NPCControllerAdvanced
                              |   
                              +-- U2AI.U2NPCControllerBot

Constants Summary
Inherited Contants from U2AI.U2NPCControllerAdvanced
CheckCurrentWeaponTimerName, MaxCheckReloadDelay, ReloadSkillDumb, ReloadSkillSmart, SelectBestWeaponTimerName
Inherited Contants from U2AI.U2NPCControllerBasic
CrouchStanceChangeDuration, FakeNotifyLeapBeginTimerName, FreezeNPCHackTimerName, LeapBeginNotify, MinImpaleCos, ProneStanceChangeDuration, StayNotify

Variables Summary
boolbBigJump
boolbCamping
boolbInitLifeMessage
boolbLeading
U2BotReplicationInfoBRI
floatCampTime
floatLastCampCheck
intOldMessageID
nameOldMessageType
ActorRoamTarget
floatVictoryDanceOdds
Inherited Variables from U2AI.U2NPCControllerAdvanced
LastWeaponSwitchTime, NextCheckReloadTime, NumWeapons, RateBestWeaponChecks, RateBestWeaponChecksEnemy, RateBestWeaponChecksEnemySpread, RateBestWeaponChecksSpread, RateCurrentWeaponChecks
Inherited Variables from U2AI.U2NPCControllerBasic
Aggressiveness, AlertTime, AmbushSpot, bAcceptedState, bChangeDir, bDeviousHunting, bDodgeFinished, BehaviorController, BehaviorControllerClass, bExecuteOrders, bFireFalling, bFrustrated, bInitiatingAttack, bKamikaze, bLeaping, bLeapNotifyTimeSet, BlockedPath, bMeleeDamagedTarget, bShowOrdersObjects, bSmartAboutTurrets, bSniping, bStationary, bStrafeDir, bTriedLastDetectedLocation, DefaultAcquisitionState, DefaultDeadLockedState, DefaultImmobileAttackState, DefaultImmobileState, DestinationResult, ExecuteOrdersThreshold, HidingSpot, ImpaleVictim, LastBumpDamageTime, LastInvFind, LastSpecialDestinationCheck, LeapLastHitWallNormal, LeapLastHitWallTime, LeapMinHitWallDelay, MaxFallbackNoDetectTime, MaxHuntTime, MeleeEndTime, NextLeapTime, OldCheckBehaviorDelay, OldCheckMetaStateDelay, OldControllerEnemy, OrderGiver, Orders, OrdersObject, OrdersThreshold, PendingLeapRotation, PendingLeapSpeed, RealLastDetectedLocation, RefireDelay, StartDodgeTime, StartTurnTime, StateStartLocation, StationarySpot, VerifyCoverRate

Functions Summary
functionfloat AddedHumanThreat ()))
functionfloat AdjustDesireFor (Pickup P ))
function AmbushClearOtherSpots ()))
functionbool AmbushFindSpot ()))
function AmbushPickSpot ()))
functionbool AmmoReadyForAction (U2Weapon U2W ))
function BigJump (Actor JumpDest ))
function CallForHelp ()))
functionbool CanRespawn ()))
functionbool CheckDestroyNPC ()))
functionbool DeferTo (Controller Other ))
event EndState ()))
@VictoryDanceState
functionbool FindRetreatDestination ()))
@AttackRetreatState
functionbool FindSpecialAttraction ()))
functionname GetOrders ()))
functionActor GetOrdersObject ()))
functionname GetRealOrders ()))
functionbool GetShouldUseDeviousTactics (float BaseSkill, float BaseOdds ))
functionETacticalMoveType GetTacticalMoveType ()))
@AttackCloseState
function HandleEnemyKilledSafe (Controller Killer, Pawn KilledEnemy ))
functionbool HandleFriendlyBumps ()))
function HandleHelpMessageFrom (Controller Other ))
function HandleHoldAtDestination ()))
function InitPlayerReplicationInfo ()))
functionbool InventoryReadyForAction ()))
function NotifyKilled (Controller Killer, Controller Killed, Pawn KilledPawn, class DamageType ))
functionbool OverrideSpecialAttraction ()))
@AttackFallbackState
functionbool PickLocalInventoryDestination (float MaxDist, float MinDistraction ))
function PlayRandomSound ()
@VictoryDanceState
event PostBeginPlay ()))
functionbool PreparedToHunt ()))
functionbool ProcessOrders (name NewOrders, Actor NewOrdersObject, out float NewOrdersThreshold, out Object NewOrderGiver ))
functionbool ProcessOrdersAttack ()))
functionbool ProcessOrdersDefend (out Actor NewOrdersObject ))
functionbool RandomizeStakeOutDir ()))
@AttackStakeOutState
functionbool ReadyForAction ()))
functionbool ReadyForOrders ()))
function Restart ()))
function RestoreRealOrders ()))
function SendMessage (PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait, name BroadcastType ))
function SendMessageAcknowledgeOrders (Controller OrderGiver, float Wait ))
function SendMessageInPosition (float Wait ))
function SendMessageNearPoint (Pawn Point, float Wait ))
function SetAlertness (float NewAlertness ))
function SetAttractionState ()))
functionActor SetDefense ()))
functionbool SetOrders (optional name NewOrders, optional Actor NewOrdersObject, optional float NewOrdersThreshold, optional Object NewOrderGiver, optional bool bAcknowledge ))
function SetPeripheralVision ()))
function SetRealOrders (name NewOrders, Actor NewOrdersObject, Object NewOrderGiver ))
functionbool ShouldDeferTo (Controller Other ))
functionbool ShouldFireWeapon (float Rating, bool bUseAltMode ))
functionbool ShouldGiveUpHunting ()))
functionbool SpecialHuntDestination ()))
@AttackHuntState
functionbool SplashJump ()))
functionbool StopFearingEnemy ()))
@AttackRetreatState
functionbool TestCanJump ()))
function UpdateOrders (name NewOrders, Actor NewOrdersObject, float NewOrdersThreshold, Object NewOrderGiver ))
functionbool UseTacticalJumps ()))
functionbool WanderAfterFriendlyBumpExtra ()))
function WanderDidMoveSpecialHandling ()))
@WanderingState
function WanderPauseSpecialHandling ()))
@WanderingState
functionfloat WeaponPreference (Weapon W ))
function YellAt (Pawn Moron ))
Inherited Functions from U2AI.U2NPCControllerAdvanced
AddWeaponTimers, AllowPickupWeaponSwitch, ChangedWeapon, CheckCurrentWeapon, CheckCurrentWeaponTimer, Destroyed, EnemyAcquired, FireAt, FireShot, GetAttackRating, GetAttackStyle, GetCurrentFireRate, GetDefenseStyle, GetFireRating, GetNumWeapons, GetReactionToEnemy, GetSpecifiedFireRate, HasInstantHitAttack, IsFiring, IsPreparedToFire, NotifyAddInventory, NotifyRemoveInventory, PostBeginPlay, RefreshWeapon, ResetGlobalAISettings, SelectBestWeapon, SelectBestWeaponTimer, SetAmmoTypeStr, SetOrders, ShouldFireWeapon, ShouldSwitchToBestWeapon, SplashDamageAttack, SupportsWeapon, SupportsWeaponAltFire, SupportsWeaponFire, SwitchToBestWeapon, TrySplashDamageAttack, UpdateOrders
Inherited Functions from U2AI.U2NPCControllerBasic
AbortedLeap, AdjustAim, AssignCoverSpot, BCBlockFiring, BCStartFiring, BeginState, BlockFiring, CanAttemptLeapAttack, CanDodge, CanDoRagdollHit, CanFire, CanImpale, CanStakeOut, CanUseStillAnimations, ChangeDestination, CheckBehaviorEnabled, CheckHoldActor, ClearCoverSpot, ClearHoldSpots, ClearOrders, ClearReferencesTo, CloseRequiresPathing, ContinueStakeOut, DamageAttitudeTo, DeferTo, Destroyed, DetermineOrdersTransition, DoLeapAttack, EndPanic, EndState, EnemyAcquired, EnemyInLeapRange, EnemyInMeleeRange, EnemyInvalid, EnemyNotInMeleeRange, EnemyRangeTransition, eventAutoBegin, eventBumpAll, eventBumpEnemy, eventBumpFriend, eventEnemyNotVisible, eventHearNoiseThreat, eventSeeEnemy, eventSeeOther, eventTakeDamage, eventTookDamage, ExecuteDodge, FaceTarget, FakeNotifyLeapBeginTimer, FearThisSpot, FindAlternativeClosePath, FindCoverActor, FindRetreatDestination, FindSpecialAttraction, FindViewSpot, FinishedLeap, FireAt, FireShot, FreezeNPCHackTimer, FriendlyBumpSpecial, GetAttackStyle, GetCurrentFireRate, GetDefenseStyle, GetDodgeSpeed, GetExtendedStateInformation, GetExtraWanderDistance, GetFinalDestinationActor, GetHoldActor, GetLeapDamage, GetLeapHighParameters, GetLeapLowParameters, GetLeapMaxParameters, GetLeapMomentumTransfer, GetLeapParameters, GetMetaStateName, GetMetaStateNameShort, GetOrderGiver, GetOrders, GetOrdersObject, GetOrdersThreshold, GetPossibleFiringLocation, GetPredictedCloseLocation, GetReachedDestinationDistance, GetReactionToEnemy, GetShouldUseDeviousTactics, GetSpecialGoal, GetSpecifiedFireRate, GetTacticalMoveType, GetTarget, HandleBump, HandleBumpedByEnemy, HandledInvalidLanding, HandleEnemyInvalid, HandleEnemyKilledSafe, HandleEnemyKilledUnSafe, HandleFinishedRotation, HandleFriendDead, HandleHoldAtDestination, HandleIncoming, HandleKnockDown, HandlePanic, HandleReachedOrdersObject, HandleRecoveredEnemy, HasInstantHitAttack, HasReachedOrdersObject, HasSquadOrders, IgnoreTargetRange, ImpaleAttack, ImpaleAttackAbort, ImpaleAttackAnimationAbort, ImpaleMountVictim, ImpalePawn, ImpaleSetLaunchVector, ImpaleUnMountVictim, InitializeState, IsFacingTarget, IsFiring, IsImpaling, IsMeleeAttacking, IsMobile, IsPreparedToFire, IsPreparedToMelee, IsRepeatFire, IsStationary, KeepAttacking, KnockDownAnim, MaybeAcquireEnemy, MaybeAlertOthers, MaybeClearHuntingEnemy, MaybeFire, MaybeSetEnemy, MayFall, MeleeAttack, MeleeAttackAbort, MeleeDamageTimer, NotifyHeadVolumeChange, NotifyHitWall, NotifyKilled, NotifyLanded, NotifyLeapBegin, NotifyMeleeDamagedEnemy, NotifyMetaStateChange, NotifyTakeHit, OKToHit, OverrideSpecialAttraction, PawnIsInPain, PickDestination, PickNextSpot, PlayFriendDeadSound, PlayRandomSound, Possess, PossessStartup, PriorityObjective, ProcessOrders, ProcessOrdersFollow, ProcessOrdersGoto, ProcessOrdersHold, ProcessOrdersNone, ProcessOrdersSquad, RangedAttackAbort, ReachedHome, ReduceThreat, ReflectNotify, ResetGlobalAISettings, Restart, RestoreCanStrafe, SetChargeDestination, SetCurrentCoverSpot, SetExecuteOrders, SetFall, SetFocus, SetOrders, SetOrdersObject, SetPeripheralVision, SetSpecialAnim, SetStationary, SetValidFiringLocation, SetWanderMoveSpeed, SharedTimerEvent, ShotFiredNotification, ShouldAbortState, ShouldClearSpecialColliders, ShouldDeferTo, ShouldGiveUpHunting, ShouldTryToLead, ShouldWanderPause, SpawnShotTimer, SpecialDeathHandling, SpecialHuntDestination, SplashDamageAttack, SplashJump, StartFalling, StopFearingEnemy, StopFiringBase, StopFiringUpdate, StrafeFromDamage, TestAimLocation, TestCanJump, Tick, TimeSinceTargetLastSeen, TrySplashDamageAttack, TryStrafe, TryToCloseDodge, TryToDodge, TryToFindCover, TryToHit, UnImpalePawn, UpdateEnemy, UpdateOrders, UpdateRetreatBehavior, UpdateStance, UpdateTacticalMoveBehavior, UseTacticalJumps, VerifyCoverSpot, VerifyStateChange, WanderAfterFriendlyBumpExtra

States Summary
@AttackCloseState Source code
state @AttackCloseState
GetTacticalMoveType
@AttackFallbackState Source code
state @AttackFallbackState
OverrideSpecialAttraction
@AttackHuntState Source code
state @AttackHuntState
SpecialHuntDestination
@AttackRetreatState Source code
state @AttackRetreatState
FindRetreatDestination, StopFearingEnemy
@AttackStakeOutState Source code
state @AttackStakeOutState
RandomizeStakeOutDir
@VictoryDanceState Source code
state @VictoryDanceState extends @EnemyKilledState
EndState, PlayRandomSound
@WanderingState Source code
state @WanderingState
WanderDidMoveSpecialHandling, WanderPauseSpecialHandling


Variables Detail

bBigJump Source code

var bool bBigJump;

bCamping Source code

var bool bCamping;

bInitLifeMessage Source code

var bool bInitLifeMessage;

bLeading Source code

var bool bLeading;

BRI Source code

var U2BotReplicationInfo BRI;

CampTime Source code

var float CampTime;

LastCampCheck Source code

var float LastCampCheck;

OldMessageID Source code

var int OldMessageID;

OldMessageType Source code

var name OldMessageType;

RoamTarget Source code

var Actor RoamTarget;

VictoryDanceOdds Source code

var float VictoryDanceOdds;


Functions Detail

AddedHumanThreat Source code

function float AddedHumanThreat ( ) )

AdjustDesireFor Source code

function float AdjustDesireFor ( Pickup P ) )

AmbushClearOtherSpots Source code

function AmbushClearOtherSpots ( ) )

AmbushFindSpot Source code

function bool AmbushFindSpot ( ) )

AmbushPickSpot Source code

function AmbushPickSpot ( ) )

AmmoReadyForAction Source code

function bool AmmoReadyForAction ( U2Weapon U2W ) )

BigJump Source code

function BigJump ( Actor JumpDest ) )

CallForHelp Source code

function CallForHelp ( ) )

CanRespawn Source code

function bool CanRespawn ( ) )

CheckDestroyNPC Source code

function bool CheckDestroyNPC ( ) )

DeferTo Source code

function bool DeferTo ( Controller Other ) )

EndState @VictoryDanceState Source code

event EndState ( ) )

FindRetreatDestination @AttackRetreatState Source code

function bool FindRetreatDestination ( ) )

FindSpecialAttraction Source code

function bool FindSpecialAttraction ( ) )

GetOrders Source code

function name GetOrders ( ) )

GetOrdersObject Source code

function Actor GetOrdersObject ( ) )

GetRealOrders Source code

function name GetRealOrders ( ) )

GetShouldUseDeviousTactics Source code

function bool GetShouldUseDeviousTactics ( float BaseSkill, float BaseOdds ) )

GetTacticalMoveType @AttackCloseState Source code

function ETacticalMoveType GetTacticalMoveType ( ) )

HandleEnemyKilledSafe Source code

function HandleEnemyKilledSafe ( Controller Killer, Pawn KilledEnemy ) )

HandleFriendlyBumps Source code

function bool HandleFriendlyBumps ( ) )

HandleHelpMessageFrom Source code

function HandleHelpMessageFrom ( Controller Other ) )

HandleHoldAtDestination Source code

function HandleHoldAtDestination ( ) )

InitPlayerReplicationInfo Source code

function InitPlayerReplicationInfo ( ) )

InventoryReadyForAction Source code

function bool InventoryReadyForAction ( ) )

NotifyKilled Source code

function NotifyKilled ( Controller Killer, Controller Killed, Pawn KilledPawn, class<DamageType> DamageType ) )

OverrideSpecialAttraction @AttackFallbackState Source code

function bool OverrideSpecialAttraction ( ) )

PickLocalInventoryDestination Source code

function bool PickLocalInventoryDestination ( float MaxDist, float MinDistraction ) )

PlayRandomSound @VictoryDanceState Source code

function PlayRandomSound ( )

PostBeginPlay Source code

event PostBeginPlay ( ) )

PreparedToHunt Source code

function bool PreparedToHunt ( ) )

ProcessOrders Source code

function bool ProcessOrders ( name NewOrders, Actor NewOrdersObject, out float NewOrdersThreshold, out Object NewOrderGiver ) )

ProcessOrdersAttack Source code

function bool ProcessOrdersAttack ( ) )

ProcessOrdersDefend Source code

function bool ProcessOrdersDefend ( out Actor NewOrdersObject ) )

RandomizeStakeOutDir @AttackStakeOutState Source code

function bool RandomizeStakeOutDir ( ) )

ReadyForAction Source code

function bool ReadyForAction ( ) )

ReadyForOrders Source code

function bool ReadyForOrders ( ) )

Restart Source code

function Restart ( ) )

RestoreRealOrders Source code

function RestoreRealOrders ( ) )

SendMessage Source code

function SendMessage ( PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait, name BroadcastType ) )

SendMessageAcknowledgeOrders Source code

function SendMessageAcknowledgeOrders ( Controller OrderGiver, float Wait ) )

SendMessageInPosition Source code

function SendMessageInPosition ( float Wait ) )

SendMessageNearPoint Source code

function SendMessageNearPoint ( Pawn Point, float Wait ) )

SetAlertness Source code

function SetAlertness ( float NewAlertness ) )

SetAttractionState Source code

function SetAttractionState ( ) )

SetDefense Source code

function Actor SetDefense ( ) )

SetOrders Source code

function bool SetOrders ( optional name NewOrders, optional Actor NewOrdersObject, optional float NewOrdersThreshold, optional Object NewOrderGiver, optional bool bAcknowledge ) )

SetPeripheralVision Source code

function SetPeripheralVision ( ) )

SetRealOrders Source code

function SetRealOrders ( name NewOrders, Actor NewOrdersObject, Object NewOrderGiver ) )

ShouldDeferTo Source code

function bool ShouldDeferTo ( Controller Other ) )

ShouldFireWeapon Source code

if(!CheckDestroyNPC()) { RestoreRealOrders() ; } else { } } function bool ShouldFireWeapon ( float Rating, bool bUseAltMode ) )

ShouldGiveUpHunting Source code

function bool ShouldGiveUpHunting ( ) )

SpecialHuntDestination @AttackHuntState Source code

function bool SpecialHuntDestination ( ) )

SplashJump Source code

function bool SplashJump ( ) )

StopFearingEnemy @AttackRetreatState Source code

function bool StopFearingEnemy ( ) )

TestCanJump Source code

function bool TestCanJump ( ) )

UpdateOrders Source code

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

UseTacticalJumps Source code

function bool UseTacticalJumps ( ) )

WanderAfterFriendlyBumpExtra Source code

function bool WanderAfterFriendlyBumpExtra ( ) )

WanderDidMoveSpecialHandling @WanderingState Source code

function WanderDidMoveSpecialHandling ( ) )

WanderPauseSpecialHandling @WanderingState Source code

function WanderPauseSpecialHandling ( ) )

WeaponPreference Source code

function float WeaponPreference ( Weapon W ) )

YellAt Source code

function YellAt ( Pawn Moron ) )


Defaultproperties

defaultproperties
{
	VictoryDanceOdds=0.250000
	DefaultState='Roaming'
	bIsPlayer=true
	bIsBot=true
	bShouldPossess=false
	PlayerReplicationInfoClass=Class'U2.U2BotReplicationInfo'
     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 10:48:34.909 - Created with UnCodeX