U2AI.U2NPCControllerBot
- Extends
- U2NPCControllerAdvanced
- Modifiers
- abstract
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
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+-- U2AI.U2NPCControllerAdvanced
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+-- U2AI.U2NPCControllerBot
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 |
| float | AddedHumanThreat ()))
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| float | AdjustDesireFor (Pickup P ))
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| | AmbushClearOtherSpots ()))
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| bool | AmbushFindSpot ()))
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| | AmbushPickSpot ()))
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| bool | AmmoReadyForAction (U2Weapon U2W ))
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| | BigJump (Actor JumpDest ))
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| | CallForHelp ()))
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| bool | CanRespawn ()))
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| bool | CheckDestroyNPC ()))
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| bool | DeferTo (Controller Other ))
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| | EndState ())) @VictoryDanceState |
| bool | FindRetreatDestination ())) @AttackRetreatState |
| bool | FindSpecialAttraction ()))
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| name | GetOrders ()))
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| Actor | GetOrdersObject ()))
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| name | GetRealOrders ()))
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| bool | GetShouldUseDeviousTactics (float BaseSkill, float BaseOdds ))
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| ETacticalMoveType | GetTacticalMoveType ())) @AttackCloseState |
| | HandleEnemyKilledSafe (Controller Killer, Pawn KilledEnemy ))
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| bool | HandleFriendlyBumps ()))
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| | HandleHelpMessageFrom (Controller Other ))
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| | HandleHoldAtDestination ()))
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| | InitPlayerReplicationInfo ()))
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| bool | InventoryReadyForAction ()))
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| | NotifyKilled (Controller Killer, Controller Killed, Pawn KilledPawn, class DamageType ))
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| bool | OverrideSpecialAttraction ())) @AttackFallbackState |
| bool | PickLocalInventoryDestination (float MaxDist, float MinDistraction ))
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| | PlayRandomSound () @VictoryDanceState |
| | PostBeginPlay ()))
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| bool | PreparedToHunt ()))
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| bool | ProcessOrders (name NewOrders, Actor NewOrdersObject, out float NewOrdersThreshold, out Object NewOrderGiver ))
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| bool | ProcessOrdersAttack ()))
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| bool | ProcessOrdersDefend (out Actor NewOrdersObject ))
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| bool | RandomizeStakeOutDir ())) @AttackStakeOutState |
| bool | ReadyForAction ()))
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| bool | ReadyForOrders ()))
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| | Restart ()))
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| | RestoreRealOrders ()))
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| | SendMessage (PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait, name BroadcastType ))
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| | SendMessageAcknowledgeOrders (Controller OrderGiver, float Wait ))
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| | SendMessageInPosition (float Wait ))
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| | SendMessageNearPoint (Pawn Point, float Wait ))
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| | SetAlertness (float NewAlertness ))
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| | SetAttractionState ()))
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| Actor | SetDefense ()))
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| bool | SetOrders (optional name NewOrders, optional Actor NewOrdersObject, optional float NewOrdersThreshold, optional Object NewOrderGiver, optional bool bAcknowledge ))
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| | SetPeripheralVision ()))
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| | SetRealOrders (name NewOrders, Actor NewOrdersObject, Object NewOrderGiver ))
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| bool | ShouldDeferTo (Controller Other ))
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| bool | ShouldFireWeapon (float Rating, bool bUseAltMode ))
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| bool | ShouldGiveUpHunting ()))
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| bool | SpecialHuntDestination ())) @AttackHuntState |
| bool | SplashJump ()))
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| bool | StopFearingEnemy ())) @AttackRetreatState |
| bool | TestCanJump ()))
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| | UpdateOrders (name NewOrders, Actor NewOrdersObject, float NewOrdersThreshold, Object NewOrderGiver ))
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| bool | UseTacticalJumps ()))
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| bool | WanderAfterFriendlyBumpExtra ()))
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| | WanderDidMoveSpecialHandling ())) @WanderingState |
| | WanderPauseSpecialHandling ())) @WanderingState |
| float | WeaponPreference (Weapon W ))
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| | YellAt (Pawn Moron ))
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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 |
var bool bBigJump;
var bool bCamping;
var bool bInitLifeMessage;
var bool bLeading;
var float CampTime;
var float LastCampCheck;
var int OldMessageID;
var name OldMessageType;
var float VictoryDanceOdds;
function float AddedHumanThreat ( ) )
function float AdjustDesireFor (
Pickup P ) )
function AmbushClearOtherSpots ( ) )
function bool AmbushFindSpot ( ) )
function AmbushPickSpot ( ) )
function bool AmmoReadyForAction (
U2Weapon U2W ) )
function BigJump (
Actor JumpDest ) )
function CallForHelp ( ) )
function bool CanRespawn ( ) )
function bool CheckDestroyNPC ( ) )
EndState @VictoryDanceState Source code
event EndState ( ) )
FindRetreatDestination @AttackRetreatState Source code
function bool FindRetreatDestination ( ) )
function bool FindSpecialAttraction ( ) )
function name GetOrders ( ) )
function Actor GetOrdersObject ( ) )
function name GetRealOrders ( ) )
GetShouldUseDeviousTactics Source code
function bool GetShouldUseDeviousTactics ( float BaseSkill, float BaseOdds ) )
GetTacticalMoveType @AttackCloseState Source code
function HandleEnemyKilledSafe (
Controller Killer,
Pawn KilledEnemy ) )
function bool HandleFriendlyBumps ( ) )
function HandleHelpMessageFrom (
Controller Other ) )
HandleHoldAtDestination Source code
function HandleHoldAtDestination ( ) )
InitPlayerReplicationInfo Source code
function InitPlayerReplicationInfo ( ) )
InventoryReadyForAction Source code
function bool InventoryReadyForAction ( ) )
OverrideSpecialAttraction @AttackFallbackState Source code
function bool OverrideSpecialAttraction ( ) )
PickLocalInventoryDestination Source code
function bool PickLocalInventoryDestination ( float MaxDist, float MinDistraction ) )
PlayRandomSound @VictoryDanceState Source code
function PlayRandomSound ( )
event PostBeginPlay ( ) )
function bool PreparedToHunt ( ) )
function bool ProcessOrders (
name NewOrders,
Actor NewOrdersObject,
out float NewOrdersThreshold,
out Object NewOrderGiver ) )
function bool ProcessOrdersAttack ( ) )
function bool ProcessOrdersDefend (
out Actor NewOrdersObject ) )
RandomizeStakeOutDir @AttackStakeOutState Source code
function bool RandomizeStakeOutDir ( ) )
function bool ReadyForAction ( ) )
function bool ReadyForOrders ( ) )
function Restart ( ) )
function RestoreRealOrders ( ) )
function SendMessage (
PlayerReplicationInfo Recipient,
name MessageType,
byte MessageID,
float Wait,
name BroadcastType ) )
SendMessageAcknowledgeOrders Source code
function SendMessageAcknowledgeOrders (
Controller OrderGiver,
float Wait ) )
function SendMessageInPosition ( float Wait ) )
function SendMessageNearPoint (
Pawn Point,
float Wait ) )
function SetAlertness ( float NewAlertness ) )
function SetAttractionState ( ) )
function Actor SetDefense ( ) )
function bool 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 ) )
function bool ShouldDeferTo (
Controller Other ) )
if(!CheckDestroyNPC()) { RestoreRealOrders() ; } else { } } function bool ShouldFireWeapon ( float Rating, bool bUseAltMode ) )
function bool ShouldGiveUpHunting ( ) )
SpecialHuntDestination @AttackHuntState Source code
function bool SpecialHuntDestination ( ) )
function bool SplashJump ( ) )
StopFearingEnemy @AttackRetreatState Source code
function bool StopFearingEnemy ( ) )
function bool TestCanJump ( ) )
function UpdateOrders (
name NewOrders,
Actor NewOrdersObject,
float NewOrdersThreshold,
Object NewOrderGiver ) )
function bool UseTacticalJumps ( ) )
WanderAfterFriendlyBumpExtra Source code
function bool WanderAfterFriendlyBumpExtra ( ) )
WanderDidMoveSpecialHandling @WanderingState Source code
function WanderDidMoveSpecialHandling ( ) )
WanderPauseSpecialHandling @WanderingState Source code
function WanderPauseSpecialHandling ( ) )
function float WeaponPreference (
Weapon W ) )
function YellAt (
Pawn Moron ) )
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