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U2AI.U2NPCControllerScriptable

Extends
U2NPCController
Modifiers
config ( User ) abstract

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

Direct Known Subclasses:

LevelMasterController, U2NPCControllerShared

Constants Summary
MinMoveSpeedMultiplier=0.05
ScriptedDialogFarState='ScriptedDialogFar'
ScriptedDialogState='ScriptedDialog'
ScriptedState='Scripted'
Inherited Contants from U2.U2NPCController
NotImplementedMessage, OrdersAttack, OrdersDefend, OrdersFollow, OrdersGoto, OrdersHold, OrdersNone, OrdersSquad, StyleBackOff, StyleCharge, StyleClose, StyleNeutral, StyleRetreat, StyleRunaway

Variables Summary
boolbDidStartup
boolbDirectionalPatrol
boolbInitializedForScripting
boolbScriptedHeadTrackingEnabled
boolbScriptedIdleAnims
boolbScriptLockedTarget
boolbScriptPendingFire
bytebScriptPendingFireUseAltMode
boolbStayDormant
boolbStayStationary
boolbXMPHandlingEnabled
floatCrouchingMoveSpeedMultiplier
class<ScriptControllerInterf>DefaultScriptControllerClass
floatLastAutoEndTime
floatMaxScriptedAutoEndDelay
floatProneMoveSpeedMultiplier
ScriptControllerInterfScriptController
floatScriptedAimOdds
ActorScriptedFocus
class<ScriptControllerInterf>ScriptedScriptControllerClass
ETacticalMoveTypeScriptedTacticalMoveType
floatStandingMoveSpeedMultiplier
byteStationaryStance
U2PawnU2P
Inherited Variables from U2.U2NPCController
bVisibleAI
Inherited Variables from Engine.AIController
bAdjustFromWalls, bHunting, Skill

Enumerations Summary
Inherited Enumerations from Engine.AIController
EReaction

Functions Summary
function ActorInRange ()))
function ActorOutOfRange ()))
function AgentSpecialStateBegin ()))
function AgentSpecialStateEnd ()))
functionbool AssignScriptController (optional class SpecifiedScriptControllerClass ))
function AutoBegin (name DestinationState, name DestinationLabel ))
function AutoEnd ()))
function BumpEnemy (Pawn Other ))
function BumpFriend (Pawn Other ))
function BumpOther (Actor Other ))
function CleanupScriptController ()))
function ClearScriptTarget ()))
function DestinationReached ()))
event Destroyed ()))
function DetachScriptController ()))
function DialogUnPause ()))
function Died ()))
event EnemyNotVisible ()))
function eventAutoBegin (name DestinationState, name DestinationLabel)
function eventBumpEnemy (Pawn Other)
function eventBumpFriend (Pawn Other)
function eventBumpOther (Actor Other)
function eventDialogUnPaused ()
function eventEnemyNotVisible ()
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)
function eventTakeDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class<DamageType> DamageType)
function eventTookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class<DamageType> DamageType)
function GetExtendedInformation (out array ReturnedStrings ))
functionfloat GetScriptedMoveSpeed ()))
functionbool HasScript ()))
function HearNoiseFriendly (float Loudness, Actor NoiseMaker ))
function HearNoiseOther (float Loudness, Actor NoiseMaker ))
function HearNoiseThreat (float Loudness, Actor NoiseMaker ))
function InheritEnemy (Pawn NewEnemy ))
functionbool IsDialogPaused ()))
functionbool IsRepeatFire (bool bPrimary)
function MaybeFire (byte bUseAltMode)
function PawnDied ()))
function Possess (Pawn P ))
function ReloadScriptController ()))
function ResetScriptController ()))
function ScriptedLanding ()))
function ScriptReset ()))
event SeeEnemy (Pawn Seen ))
function SetAimOdds (float Odds ))
function SetAlert (bool bNewVal ))
functionbool SetAmmoTypeStr (string AmmoString ))
function SetAutoMoveSpeed (float NewVal ))
function SetDirectionalPatrol (bool bNewVal)
function SetDormant (bool bVal, optional bool bStayDormantVal ))
function SetHeadTrackingEnabled (bool bVal ))
function SetHealth (float NewVal ))
function SetScript (string NewCommandFileName, optional string NewStartLabel ))
function SetScriptedFocus (Actor A)
function SetScriptedIdleAnims (bool bNewVal)
functionbool SetScriptedMoveSpeedMultiplier (float NewMoveSpeedMultiplier, byte Stance ))
function SetScriptedTacticalMoveType (ETacticalMoveType NewTacticalMoveType ))
function SetXMPHandlingEnabled (bool bVal ))
function Shutdown (bool bVal)
function TakeDamage (int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class DamageType ))
function TookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
function Trigger (Actor Other, Pawn Instigator, optional name EventName ))
function TurnToActor (Actor A, optional bool bLock)
functionbool UnderScriptControl ()))
function UnuseActor (optional Actor A)
function Use ()))
function UseActor (Actor A)
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


Constants Detail

MinMoveSpeedMultiplier Source code

const MinMoveSpeedMultiplier = 0.05;

ScriptedDialogFarState Source code

const ScriptedDialogFarState = 'ScriptedDialogFar';

ScriptedDialogState Source code

const ScriptedDialogState = 'ScriptedDialog';

ScriptedState Source code

const ScriptedState = 'Scripted';


Variables Detail

bDidStartup Source code

var bool bDidStartup;

bDirectionalPatrol Source code

var protected bool bDirectionalPatrol;

bInitializedForScripting Source code

var bool bInitializedForScripting;

bScriptedHeadTrackingEnabled Source code

var bool bScriptedHeadTrackingEnabled;

bScriptedIdleAnims Source code

var protected bool bScriptedIdleAnims;

bScriptLockedTarget Source code

var bool bScriptLockedTarget;

bScriptPendingFire Source code

var bool bScriptPendingFire;

bScriptPendingFireUseAltMode Source code

var byte bScriptPendingFireUseAltMode;

bStayDormant Source code

var bool bStayDormant;

bStayStationary Source code

var bool bStayStationary;

bXMPHandlingEnabled Source code

var bool bXMPHandlingEnabled;

CrouchingMoveSpeedMultiplier Source code

var float CrouchingMoveSpeedMultiplier;

DefaultScriptControllerClass Source code

var class<ScriptControllerInterf> DefaultScriptControllerClass;

LastAutoEndTime Source code

var float LastAutoEndTime;

MaxScriptedAutoEndDelay Source code

var float MaxScriptedAutoEndDelay;

ProneMoveSpeedMultiplier Source code

var float ProneMoveSpeedMultiplier;

ScriptController Source code

var ScriptControllerInterf ScriptController;

ScriptedAimOdds Source code

var float ScriptedAimOdds;

ScriptedFocus Source code

var Actor ScriptedFocus;

ScriptedScriptControllerClass Source code

var class<ScriptControllerInterf> ScriptedScriptControllerClass;

ScriptedTacticalMoveType Source code

var ETacticalMoveType ScriptedTacticalMoveType;

StandingMoveSpeedMultiplier Source code

var float StandingMoveSpeedMultiplier;

StationaryStance Source code

var byte StationaryStance;

U2P Source code

var U2Pawn U2P;


Functions Detail

ActorInRange Source code

final function ActorInRange ( ) )

ActorOutOfRange Source code

final function ActorOutOfRange ( ) )

AgentSpecialStateBegin Source code

function AgentSpecialStateBegin ( ) )

AgentSpecialStateEnd Source code

function AgentSpecialStateEnd ( ) )

AssignScriptController Source code

function bool AssignScriptController ( optional class<ScriptControllerInterf> SpecifiedScriptControllerClass ) )

AutoBegin Source code

final function AutoBegin ( name DestinationState, name DestinationLabel ) )

AutoEnd Source code

final function AutoEnd ( ) )

BumpEnemy Source code

final function BumpEnemy ( Pawn Other ) )

BumpFriend Source code

final function BumpFriend ( Pawn Other ) )

BumpOther Source code

final function BumpOther ( Actor Other ) )

CleanupScriptController Source code

function CleanupScriptController ( ) )

ClearScriptTarget Source code

function ClearScriptTarget ( ) )

DestinationReached Source code

final function DestinationReached ( ) )

Destroyed Source code

event Destroyed ( ) )

DetachScriptController Source code

function DetachScriptController ( ) )

DialogUnPause Source code

function DialogUnPause ( ) )

Died Source code

final function Died ( ) )

EnemyNotVisible Source code

final event EnemyNotVisible ( ) )

eventAutoBegin Source code

function eventAutoBegin ( name DestinationState, name DestinationLabel )

eventBumpEnemy Source code

function eventBumpEnemy ( Pawn Other )

eventBumpFriend Source code

function eventBumpFriend ( Pawn Other )

eventBumpOther Source code

function eventBumpOther ( Actor Other )

eventDialogUnPaused Source code

function eventDialogUnPaused ( )

eventEnemyNotVisible Source code

function eventEnemyNotVisible ( )

eventHearNoiseFriendly Source code

function eventHearNoiseFriendly ( float Loudness, Actor NoiseMaker )

eventHearNoiseOther Source code

function eventHearNoiseOther ( float Loudness, Actor NoiseMaker )

eventHearNoiseThreat Source code

function eventHearNoiseThreat ( float Loudness, Actor NoiseMaker )

eventInheritEnemy Source code

function eventInheritEnemy ( Pawn NewEnemy )

eventSeeAlertFriend Source code

function eventSeeAlertFriend ( Pawn Seen )

eventSeeEnemy Source code

function eventSeeEnemy ( Pawn Seen )

eventSeeFriend Source code

function eventSeeFriend ( Pawn Seen )

eventSeeOther Source code

function eventSeeOther ( Actor Seen )

eventTakeDamage Source code

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

eventTookDamage Source code

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

GetExtendedInformation Source code

function GetExtendedInformation ( out array<string> ReturnedStrings ) )

GetScriptedMoveSpeed Source code

function float GetScriptedMoveSpeed ( ) )

HasScript Source code

function bool HasScript ( ) )

HearNoiseFriendly Source code

final function HearNoiseFriendly ( float Loudness, Actor NoiseMaker ) )

HearNoiseOther Source code

final function HearNoiseOther ( float Loudness, Actor NoiseMaker ) )

HearNoiseThreat Source code

final function HearNoiseThreat ( float Loudness, Actor NoiseMaker ) )

InheritEnemy Source code

final function InheritEnemy ( Pawn NewEnemy ) )

IsDialogPaused Source code

function bool IsDialogPaused ( ) )

IsRepeatFire Source code

function bool IsRepeatFire ( bool bPrimary )

MaybeFire Source code

function MaybeFire ( byte bUseAltMode )

PawnDied Source code

function PawnDied ( ) )

Possess Source code

function Possess ( Pawn P ) )

ReloadScriptController Source code

function ReloadScriptController ( ) )

ResetScriptController Source code

function ResetScriptController ( ) )

ScriptedLanding Source code

final function ScriptedLanding ( ) )

ScriptReset Source code

function ScriptReset ( ) )

SeeEnemy Source code

final event SeeEnemy ( Pawn Seen ) )

SetAimOdds Source code

function SetAimOdds ( float Odds ) )

SetAlert Source code

simulated function SetAlert ( bool bNewVal ) )

SetAmmoTypeStr Source code

function bool SetAmmoTypeStr ( string AmmoString ) )

SetAutoMoveSpeed Source code

function SetAutoMoveSpeed ( float NewVal ) )

SetDirectionalPatrol Source code

function SetDirectionalPatrol ( bool bNewVal )

SetDormant Source code

function SetDormant ( bool bVal, optional bool bStayDormantVal ) )

SetHeadTrackingEnabled Source code

function SetHeadTrackingEnabled ( bool bVal ) )

SetHealth Source code

simulated function SetHealth ( float NewVal ) )

SetScript Source code

function SetScript ( string NewCommandFileName, optional string NewStartLabel ) )

SetScriptedFocus Source code

simulated function SetScriptedFocus ( Actor A )

SetScriptedIdleAnims Source code

function SetScriptedIdleAnims ( bool bNewVal )

SetScriptedMoveSpeedMultiplier Source code

function bool SetScriptedMoveSpeedMultiplier ( float NewMoveSpeedMultiplier, byte Stance ) )

SetScriptedTacticalMoveType Source code

function SetScriptedTacticalMoveType ( ETacticalMoveType NewTacticalMoveType ) )

SetXMPHandlingEnabled Source code

function SetXMPHandlingEnabled ( bool bVal ) )

Shutdown Source code

function Shutdown ( bool bVal )

TakeDamage Source code

final function TakeDamage ( int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType ) )

TookDamage Source code

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

Trigger Source code

function Trigger ( Actor Other, Pawn Instigator, optional name EventName ) )

TurnToActor Source code

function TurnToActor ( Actor A, optional bool bLock )

UnderScriptControl Source code

function bool UnderScriptControl ( ) )

UnuseActor Source code

function UnuseActor ( optional Actor A )

Use Source code

exec function Use ( ) )

UseActor Source code

function UseActor ( Actor A )


Defaultproperties

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