U2AI.U2NPCControllerScriptable
- Extends
- U2NPCController
- Modifiers
- config ( User ) 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
Direct Known Subclasses:
LevelMasterController, U2NPCControllerShared
Inherited Contants from U2.U2NPCController |
NotImplementedMessage, OrdersAttack, OrdersDefend, OrdersFollow, OrdersGoto, OrdersHold, OrdersNone, OrdersSquad, StyleBackOff, StyleCharge, StyleClose, StyleNeutral, StyleRetreat, StyleRunaway |
Functions Summary |
| | ActorInRange ()))
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| | ActorOutOfRange ()))
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| | AgentSpecialStateBegin ()))
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| | AgentSpecialStateEnd ()))
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| bool | AssignScriptController (optional class SpecifiedScriptControllerClass ))
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| | AutoBegin (name DestinationState, name DestinationLabel ))
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| | AutoEnd ()))
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| | BumpEnemy (Pawn Other ))
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| | BumpFriend (Pawn Other ))
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| | BumpOther (Actor Other ))
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| | CleanupScriptController ()))
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| | ClearScriptTarget ()))
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| | DestinationReached ()))
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| | Destroyed ()))
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| | DetachScriptController ()))
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| | DialogUnPause ()))
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| | Died ()))
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| | EnemyNotVisible ()))
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| | eventAutoBegin (name DestinationState, name DestinationLabel)
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| | eventBumpEnemy (Pawn Other)
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| | eventBumpFriend (Pawn Other)
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| | eventBumpOther (Actor Other)
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| | eventDialogUnPaused ()
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| | eventEnemyNotVisible ()
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| | eventHearNoiseFriendly (float Loudness, Actor NoiseMaker)
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| | eventHearNoiseOther (float Loudness, Actor NoiseMaker)
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| | eventHearNoiseThreat (float Loudness, Actor NoiseMaker)
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| | eventInheritEnemy (Pawn NewEnemy)
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| | eventSeeAlertFriend (Pawn Seen)
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| | eventSeeEnemy (Pawn Seen)
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| | eventSeeFriend (Pawn Seen)
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| | eventSeeOther (Actor Seen)
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| | eventTakeDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class<DamageType> DamageType)
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| | eventTookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class<DamageType> DamageType)
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| | GetExtendedInformation (out array ReturnedStrings ))
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| float | GetScriptedMoveSpeed ()))
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| bool | HasScript ()))
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| | HearNoiseFriendly (float Loudness, Actor NoiseMaker ))
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| | HearNoiseOther (float Loudness, Actor NoiseMaker ))
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| | HearNoiseThreat (float Loudness, Actor NoiseMaker ))
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| | InheritEnemy (Pawn NewEnemy ))
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| bool | IsDialogPaused ()))
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| bool | IsRepeatFire (bool bPrimary)
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| | MaybeFire (byte bUseAltMode)
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| | PawnDied ()))
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| | Possess (Pawn P ))
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| | ReloadScriptController ()))
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| | ResetScriptController ()))
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| | ScriptedLanding ()))
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| | ScriptReset ()))
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| | SeeEnemy (Pawn Seen ))
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| | SetAimOdds (float Odds ))
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| | SetAlert (bool bNewVal ))
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| bool | SetAmmoTypeStr (string AmmoString ))
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| | SetAutoMoveSpeed (float NewVal ))
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| | SetDirectionalPatrol (bool bNewVal)
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| | SetDormant (bool bVal, optional bool bStayDormantVal ))
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| | SetHeadTrackingEnabled (bool bVal ))
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| | SetHealth (float NewVal ))
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| | SetScript (string NewCommandFileName, optional string NewStartLabel ))
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| | SetScriptedFocus (Actor A)
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| | SetScriptedIdleAnims (bool bNewVal)
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| bool | SetScriptedMoveSpeedMultiplier (float NewMoveSpeedMultiplier, byte Stance ))
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| | SetScriptedTacticalMoveType (ETacticalMoveType NewTacticalMoveType ))
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| | SetXMPHandlingEnabled (bool bVal ))
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| | Shutdown (bool bVal)
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| | TakeDamage (int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class DamageType ))
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| | TookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
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| | Trigger (Actor Other, Pawn Instigator, optional name EventName ))
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| | TurnToActor (Actor A, optional bool bLock)
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| bool | UnderScriptControl ()))
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| | UnuseActor (optional Actor A)
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| | Use ()))
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| | UseActor (Actor A)
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Inherited Functions from U2.U2NPCController |
AIMessage, BigJump, CanDoRagdollHit, CanFire, CanKnockdown, CanPanic, CheckTargetInAttackRange, DMAI, DMAIA, DMAIE, DMAIL, DMAIM, DMAssert, DumpAIEvents, DyingRestart, EnableProbeEvent, ForceNavigationError, GetAIEventInfo, GetBounceLifespan, GetExtendedInformation, GetExtendedStateInformation, GetFaceSpecialGoal, GetIsKamikaze, GetIsSniping, GetMetaStateName, GetMetaStateNameShort, GetNumWeapons, GetOrderGiver, GetOrders, GetOrdersObject, GetOrdersThreshold, GetQuickFire, GetSpecialGoal, GetSpecialGoalDistance, HandleIncoming, HasScript, HearPickup, HideActor, IsFiring, IsMeleeAttacking, MaybeInheritEnemy, MaybeSetEnemy, NavigationError, NILog, NotifyStateChange, NPCError, NPCErrorExternal, NPCErrorInternal, OKToHit, ReadyForAction, ReadyForOrders, ReflectNotify, RefreshWeapon, ReloadScriptController, SetDebugAI, SetDebugAIAttacks, SetDebugAIEvents, SetDebugAIFlags, SetDebugAIMovement, SetDormant, SetExecuteOrders, SetOrders, SetRandomSoundTimer, SetScript, SetSpecialGoal, SetTestMoveTarget, ShouldBounceProjectile, ShowActor, Shutdown, SupportsWeaponAltFire, SupportsWeaponFire, UnderScriptControl, VerifyStateChange, YellAt |
Inherited Functions from Engine.AIController |
AdjustDesireFor, AdjustView, AllowPickupWeaponSwitch, DisableSenses, DisplayDebug, EnableSenses, GetAimingLocation, GetSkill, GetTacticalMoveType, HearPickup, MoverFinished, PreBeginPlay, PrepareForMove, Reset, SetSkill, SwitchToBestWeapon, UnderLift, UpdateTactics, WaitForMover |
MinMoveSpeedMultiplier Source code
const MinMoveSpeedMultiplier = 0.05;
ScriptedDialogFarState Source code
const ScriptedDialogFarState = 'ScriptedDialogFar';
const ScriptedDialogState = 'ScriptedDialog';
const ScriptedState = 'Scripted';
var bool bDidStartup;
var protected bool bDirectionalPatrol;
bInitializedForScripting Source code
var bool bInitializedForScripting;
bScriptedHeadTrackingEnabled Source code
var bool bScriptedHeadTrackingEnabled;
var protected bool bScriptedIdleAnims;
var bool bScriptLockedTarget;
var bool bScriptPendingFire;
bScriptPendingFireUseAltMode Source code
var byte bScriptPendingFireUseAltMode;
var bool bStayDormant;
var bool bStayStationary;
var bool bXMPHandlingEnabled;
CrouchingMoveSpeedMultiplier Source code
var float CrouchingMoveSpeedMultiplier;
DefaultScriptControllerClass Source code
var float LastAutoEndTime;
MaxScriptedAutoEndDelay Source code
var float MaxScriptedAutoEndDelay;
ProneMoveSpeedMultiplier Source code
var float ProneMoveSpeedMultiplier;
var float ScriptedAimOdds;
ScriptedScriptControllerClass Source code
ScriptedTacticalMoveType Source code
StandingMoveSpeedMultiplier Source code
var float StandingMoveSpeedMultiplier;
var byte StationaryStance;
final function ActorInRange ( ) )
final function ActorOutOfRange ( ) )
AgentSpecialStateBegin Source code
function AgentSpecialStateBegin ( ) )
function AgentSpecialStateEnd ( ) )
AssignScriptController Source code
function bool AssignScriptController ( optional
class<
ScriptControllerInterf>
SpecifiedScriptControllerClass ) )
final function AutoBegin ( name DestinationState, name DestinationLabel ) )
final function AutoEnd ( ) )
final
function BumpEnemy (
Pawn Other ) )
final
function BumpFriend (
Pawn Other ) )
final
function BumpOther (
Actor Other ) )
CleanupScriptController Source code
function CleanupScriptController ( ) )
function ClearScriptTarget ( ) )
final function DestinationReached ( ) )
event Destroyed ( ) )
DetachScriptController Source code
function DetachScriptController ( ) )
function DialogUnPause ( ) )
final function Died ( ) )
final event EnemyNotVisible ( ) )
function eventAutoBegin ( name DestinationState, name DestinationLabel )
function eventBumpEnemy (
Pawn Other )
function eventBumpFriend (
Pawn Other )
function eventBumpOther (
Actor Other )
function eventDialogUnPaused ( )
function eventEnemyNotVisible ( )
eventHearNoiseFriendly Source code
function eventHearNoiseFriendly (
float Loudness,
Actor NoiseMaker )
function eventHearNoiseOther (
float Loudness,
Actor NoiseMaker )
function eventHearNoiseThreat (
float Loudness,
Actor NoiseMaker )
function eventInheritEnemy (
Pawn NewEnemy )
function eventSeeAlertFriend (
Pawn Seen )
function eventSeeEnemy (
Pawn Seen )
function eventSeeFriend (
Pawn Seen )
function eventSeeOther (
Actor Seen )
GetExtendedInformation Source code
function GetExtendedInformation ( out array<string> ReturnedStrings ) )
function float GetScriptedMoveSpeed ( ) )
function bool HasScript ( ) )
final
function HearNoiseFriendly (
float Loudness,
Actor NoiseMaker ) )
final
function HearNoiseOther (
float Loudness,
Actor NoiseMaker ) )
final
function HearNoiseThreat (
float Loudness,
Actor NoiseMaker ) )
final
function InheritEnemy (
Pawn NewEnemy ) )
function bool IsDialogPaused ( ) )
function bool IsRepeatFire ( bool bPrimary )
function MaybeFire ( byte bUseAltMode )
function PawnDied ( ) )
function Possess (
Pawn P ) )
ReloadScriptController Source code
function ReloadScriptController ( ) )
function ResetScriptController ( ) )
final function ScriptedLanding ( ) )
function ScriptReset ( ) )
final
event SeeEnemy (
Pawn Seen ) )
function SetAimOdds ( float Odds ) )
simulated function SetAlert ( bool bNewVal ) )
function bool SetAmmoTypeStr ( string AmmoString ) )
function SetAutoMoveSpeed ( float NewVal ) )
function SetDirectionalPatrol ( bool bNewVal )
function SetDormant ( bool bVal, optional bool bStayDormantVal ) )
SetHeadTrackingEnabled Source code
function SetHeadTrackingEnabled ( bool bVal ) )
simulated function SetHealth ( float NewVal ) )
function SetScript ( string NewCommandFileName, optional string NewStartLabel ) )
simulated
function SetScriptedFocus (
Actor A )
function SetScriptedIdleAnims ( bool bNewVal )
SetScriptedMoveSpeedMultiplier Source code
function bool SetScriptedMoveSpeedMultiplier ( float NewMoveSpeedMultiplier, byte Stance ) )
SetScriptedTacticalMoveType Source code
function SetXMPHandlingEnabled ( bool bVal ) )
function Shutdown ( bool bVal )
function TurnToActor (
Actor A, optional
bool bLock )
function bool UnderScriptControl ( ) )
function UnuseActor ( optional
Actor A )
exec function Use ( ) )
function UseActor (
Actor A )
defaultproperties
{
ScriptedAimOdds=1.000000
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 10:48:34.941 - Created with
UnCodeX