U2AI.U2NPCControllerShared
- Extends
- U2NPCControllerScriptable
- 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
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+-- U2AI.U2NPCControllerShared
Direct Known Subclasses:
U2NPCControllerBase, U2NPCControllerBaseOld
Inherited Contants from U2.U2NPCController |
NotImplementedMessage, OrdersAttack, OrdersDefend, OrdersFollow, OrdersGoto, OrdersHold, OrdersNone, OrdersSquad, StyleBackOff, StyleCharge, StyleClose, StyleNeutral, StyleRetreat, StyleRunaway |
Inherited Variables from U2AI.U2NPCControllerScriptable |
bDidStartup, bDirectionalPatrol, bInitializedForScripting, bScriptedHeadTrackingEnabled, bScriptedIdleAnims, bScriptLockedTarget, bScriptPendingFire, bScriptPendingFireUseAltMode, bStayDormant, bStayStationary, bXMPHandlingEnabled, CrouchingMoveSpeedMultiplier, DefaultScriptControllerClass, LastAutoEndTime, MaxScriptedAutoEndDelay, ProneMoveSpeedMultiplier, ScriptController, ScriptedAimOdds, ScriptedFocus, ScriptedScriptControllerClass, ScriptedTacticalMoveType, StandingMoveSpeedMultiplier, StationaryStance, U2P |
Functions Summary |
| float | AddedHumanThreat ()))
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| bool | AdjustAim (class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash ))
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| bool | AllowFriendlyBumpStateChanges ()))
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| bool | AnnoyedAt (Pawn Other ))
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| float | AssessThreat (Pawn Other ))
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| bool | CanDodge (optional bool bIgnoreFalling ))
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| bool | CanRespawn ()))
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| | CheckEnemyDistance (float EnemyDistance ))
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| bool | CheckMaxAttackRanges (float EnemyDistance, Actor TargetActor ))
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| EMoveType | CheckNavigationFrom (Actor TargetActor, Actor GoalActor, float GoalDistance ))
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| bool | CheckTargetInAttackRange (bool bTest ))
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| | ClearHoldSpot (out Actor HS ))
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| | ClearHoldSpots ()))
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| | ClearMoveAttempts ()))
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| float | CompareThreat (Pawn P1, Pawn P2 ))
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| bool | DialogAllowed (Actor Other ))
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| | DialogBegin (Actor Other ))
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| | DialogInitiate (Actor Other, optional name Topic, optional Actor WaitingActor ))
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| | DialogTerminate ()))
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| | EnemyAcquired ()))
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| | eventBumpAll (Actor Other ))
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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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| | 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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| | ExecuteDodge (bool bLeft, vector DodgeDestination ))
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| bool | FaceTarget (float F ))
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| | FearThisSpot (Actor aSpot ))
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| bool | FindBestPathToward (Actor TargetActor, bool bClearPaths ))
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| Pawn | FindLocalEnemy (float MaxDistance ))
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| | FindNewStakeOutDir (Actor TargetActor ))
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| | ForceNavigationError (bool bScriptedStateMoves, bool bMoveTarget, bool bMinZ ))
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| bool | FriendlyBumpSpecial ()))
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| float | GetAttackRating (Pawn Other ))
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| float | GetBounceLifespan ()))
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| float | GetDamageRadius (class ProjectileClass ))
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| bool | GetDirectionalPatrol ()))
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| bool | GetFaceSpecialGoal ()))
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| vector | GetFireOffset (vector SourceLocation, vector TargetLocation ))
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| float | GetFireRating ()))
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| HoldSpot | GetHoldSpot (Actor LocationActor ))
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| bool | GetInstantProjectileAim (class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, Actor TargetActor, out vector TargetLocation, float TargetDistance, bool bLOSToTarget, out rotator ReturnedRotation ))
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| bool | GetLastSeenAimLocation (class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, Actor TargetActor, float TargetDistance, out vector TargetLocation ))
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| float | GetLookedAtCos (Actor SeeingActor ))
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| vector | GetMissVector (Actor TargetActor, int PitchError ))
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| float | GetMoveSpeed (optional vector TargetLocation ))
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| EMoveType | GetMoveTargetFollow (Actor GoalActor, out Actor Path, float GoalDistance ))
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| | GetNearbyPathNodes (Actor SourceActor, out TDistanceInfo DistanceList[ MaxDistanceActors ], float MinDistance, float MaxDistance, bool bIgnoreZ ))
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| | GetNearbyPathNodesRelativeTo (Actor SourceActor, Actor RelativeActor, out TDistanceInfo DistanceList[ MaxDistanceActors ], float MinDistance, float MaxDistance, bool bIgnoreZ ))
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| EMoveType | GetPathTo (Actor TargetActor, out Actor Path, optional float GoalDistance ))
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| EPathResult | GetPathToActor (Actor TargetActor, optional out Actor ReturnedActor, optional bool bIncludeDirect ))
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| bool | GetSlowProjectileAim (class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, Actor TargetActor, out vector TargetLocation, float TargetDistance, bool bTrySplash, bool bLOSToTarget, out rotator ReturnedRotation ))
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| Actor | GetSpecialGoal ()))
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| float | GetSpecialGoalDistance ()))
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| bool | GetSplashLocation (class<Projectile> ProjectileClass, vector ProjStart, Actor TargetActor, float TargetDistance, out vector TargetLocation ))
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| vector | GetTargetLocation (Actor TargetActor, bool bLOSToTarget, bool bTossed, vector LastEnemySeenLocation, float TimeSinceLastSeen ))
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| float | GetTimeOutTolerance (class ProjectileClass ))
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| bool | GetTossedAim (class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, Actor TargetActor, out vector TargetLocation, float TargetDistance, bool bLOSToTarget, out rotator ReturnedRotation ))
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| | HandleBumpedByEnemy ()
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| | HandleDestinationReached ()))
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| | HandleEnemyNoise (Actor NoiseMaker ))
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| bool | HandleFriendlyBumps ()))
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| | HandleIncoming (Actor IncomingActor, vector IncomingDirection, float IncomingSpeed ))
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| EMoveType | HandleSetMoveTargetError (Actor GoalActor, float GoalDistance ))
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| | HearNoise (float Loudness, Actor NoiseMaker ))
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| bool | IgnoreTargetRange ()))
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| | ImpalePawn ()
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| bool | IsCloseToDynamicGoal (Actor Other, optional float DesiredDistance, optional bool bHasLineOfSightTo ))
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| bool | IsUsable (Actor Other ))
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| | LockAnimationController (int LockLevel ))
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| bool | MaybeAcquireEnemy (Pawn NewEnemy ))
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| | MaybeAlertOthers (Pawn PotentialEnemy)
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| | MaybeAvoidFriendlyBump (Pawn Other)
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| | MaybeInheritEnemy (Pawn Other, Pawn NewEnemy, optional bool bCanSee ))
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| bool | MaybeSetEnemy (Pawn NewEnemy, optional bool bAlertingOthers ))
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| bool | MoveAgain ()))
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| bool | NeedToTurn (vector TargetLocation, float CosAngle ))
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| bool | NotifyBump (Actor Other ))
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| | NotifyMeleeDamagedEnemy (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class<DamageType> DamageType)
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| bool | NotifyPhysicsVolumeChange (PhysicsVolume NewVolume ))
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| | NotifyUnuse (Actor A ))
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| | OnUnuse (Actor Other ))
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| | OnUse (Actor Other ))
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| | Possess (Pawn P ))
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| | PreBeginPlay ()))
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| bool | RandomizeStakeOutDir ()))
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| | ReactToAlertFriend (Pawn P ))
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| | ReactToFriend (Pawn P ))
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| bool | RecoverFromMinZError ()))
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| EMoveType | RecoverFromNavigationError (Actor GoalActor, float GoalDistance, bool bConsiderMoveTarget ))
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| bool | RecoverFromStuckError ()))
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| bool | ReduceThreat ()))
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| float | RelativeStrength (Pawn Other ))
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| | RestoreAlertness ()))
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| bool | RestoreStance ()))
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| NavigationPoint | SelectInventorySpotDestination ()))
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| bool | SelectStance (bool bAvoidProne ))
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| | SetAlertness (float NewAlertness ))
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| | SetDirectionalPatrol (bool bNewVal ))
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| | SetFall ()))
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| | SetFrozen (bool bVal ))
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| EMoveType | SetMoveTarget (Actor GoalActor, optional float GoalDistance, optional bool bWaitForLanding ))
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| | SetPeripheralVision ()))
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| | SetScriptedFocus (Actor A ))
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| | SetScriptedIdleAnims (bool bNewVal ))
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| | SetSharedTimer (float DelaySeconds, bool bLoop ))
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| | SetSpecialGoal (Actor NewSpecialGoal, optional float NewSpecialGoalDistance, optional bool bFaceSpecialGoalNew ))
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| bool | SetTestMoveTarget (Actor TargetActor, optional float MoveSpeed, optional ETacticalMoveType TMT ))
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| | SharedTimerEvent ()))
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| | ShotFiredNotification (Pawn Shooter, vector FireDir, class<Projectile> ProjectileClass, float ProjSpeed ))
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| bool | ShouldBounceProjectile ()))
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| bool | ShouldClearSpecialColliders ()))
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| bool | ShouldTryToLead (Actor TargetActor, float TargetDistance, bool bTrySplash ))
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| | Shutdown (bool bVal ))
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| bool | SplashDamageAttack ()))
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| bool | StopFiringAtEnemy (Actor TargetActor, bool bTossed ))
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| bool | StrafeFromDamage (float Damage, class<DamageType> DamageType, bool bFindDest)
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| | TeleportedPawn (vector OldLocation, Actor TargetActor ))
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| bool | TeleportPawn (Actor TargetActor ))
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| bool | TestAimLocation (vector ProjStart, float ProjSpeed, Actor TargetActor, vector AimLocation, float MaxMissTargetDistance, bool bCanHitOtherActors ))
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| bool | TestMissLocation (vector ProjStart, float ProjSpeed, Actor TargetActor, vector AimLocation, float MinAvoidSelfDistance ))
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| | Timer ()))
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| | TryToDodge (vector DuckDir, bool bDuckLeft ))
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| bool | TryToHit (Actor TargetActor, float TargetDistance, float SpreadDegrees, bool bLOSToTarget, float TryToHitBaseOddsMin, float TryToHitBaseOddsMax, float TryToHitBaseDistance, float TryToHitMinMissDistance, float TryToHitMaxHitDistance ))
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| | UnderLift (Mover M ))
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| | UnImpalePawn ()
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| | UnlockAnimationController (optional bool bClear ))
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| | Unuse ()))
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| | UnuseActor (optional Actor A ))
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| | UpdateAcceleration (Actor TargetActor, float AccelerationChangeLimit, float MeleeAccelRate, float MeleeSpeed ))
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| bool | UpdateStance (byte TargetStance, optional float EnemyDistance ))
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| | UseActor (Actor A ))
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| bool | VerifyJumpDodgeVector (vector DuckDir, out vector DodgeDestination ))
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| | VerifyMobility (float EnemyDistance ))
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| bool | VerifyRollDodgeVector (vector DuckDir, out vector DodgeDestination ))
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| bool | ViewObstructed (float CheckWallDistance ))
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| bool | WanderAfterFriendlyBumpExtra ()))
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Inherited Functions from U2AI.U2NPCControllerScriptable |
ActorInRange, ActorOutOfRange, AgentSpecialStateBegin, AgentSpecialStateEnd, AssignScriptController, AutoBegin, AutoEnd, BumpEnemy, BumpFriend, BumpOther, CleanupScriptController, ClearScriptTarget, DestinationReached, Destroyed, DetachScriptController, DialogUnPause, Died, EnemyNotVisible, eventAutoBegin, eventBumpEnemy, eventBumpFriend, eventBumpOther, eventDialogUnPaused, eventEnemyNotVisible, eventHearNoiseFriendly, eventHearNoiseOther, eventHearNoiseThreat, eventInheritEnemy, eventSeeAlertFriend, eventSeeEnemy, eventSeeFriend, eventSeeOther, eventTakeDamage, eventTookDamage, GetExtendedInformation, GetScriptedMoveSpeed, HasScript, HearNoiseFriendly, HearNoiseOther, HearNoiseThreat, InheritEnemy, IsDialogPaused, IsRepeatFire, MaybeFire, PawnDied, Possess, ReloadScriptController, ResetScriptController, ScriptedLanding, ScriptReset, SeeEnemy, SetAimOdds, SetAlert, SetAmmoTypeStr, SetAutoMoveSpeed, SetDirectionalPatrol, SetDormant, SetHeadTrackingEnabled, SetHealth, SetScript, SetScriptedFocus, SetScriptedIdleAnims, SetScriptedMoveSpeedMultiplier, SetScriptedTacticalMoveType, SetXMPHandlingEnabled, Shutdown, TakeDamage, TookDamage, Trigger, TurnToActor, UnderScriptControl, UnuseActor, Use, UseActor |
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 |
const AcquisitionState = 'Acquisition';
const AdjustFromWallLabel = 'AdjustFromWall';
AdjustPositionAgainLabel Source code
const AdjustPositionAgainLabel = 'AdjustPositionAgain';
const AdjustPositionLabel = 'AdjustPosition';
const AdjustRotationLabel = 'AdjustRotation';
AttackCloseChargeState Source code
const AttackCloseChargeState = 'AttackCloseCharge';
const AttackCloseState = 'AttackClose';
const AttackDoneLabel = 'AttackDone';
const AttackFallbackState = 'AttackFallback';
const AttackHideState = 'AttackHide';
const AttackHuntState = 'AttackHunt';
const AttackLeapState = 'AttackLeap';
const AttackMeleeState = 'AttackMelee';
AttackMoveToCoverBaseState Source code
const AttackMoveToCoverBaseState = 'AttackMoveToCoverBase';
AttackMoveToCoverCombatState Source code
const AttackMoveToCoverCombatState = 'AttackMoveToCoverCombat';
AttackMoveToCoverFleeState Source code
const AttackMoveToCoverFleeState = 'AttackMoveToCoverFlee';
const AttackOngoingLabel = 'AttackOngoing';
AttackRecoverEnemyState Source code
const AttackRecoverEnemyState = 'AttackRecoverEnemy';
const AttackRetreatState = 'AttackRetreat';
AttackStakeOutCoverState Source code
const AttackStakeOutCoverState = 'AttackStakeOutCover';
const AttackStakeOutState = 'AttackStakeOut';
const AttackStationaryState = 'AttackStationary';
AttackTacticalMoveMeleeState Source code
const AttackTacticalMoveMeleeState = 'AttackTacticalMoveMelee';
AttackTacticalMoveState Source code
const AttackTacticalMoveState = 'AttackTacticalMove';
AttackTacticalRetreatMeleeState Source code
const AttackTacticalRetreatMeleeState = 'AttackTacticalRetreatMelee';
AttackTacticalRetreatState Source code
const AttackTacticalRetreatState = 'AttackTacticalRetreat';
const AttackTauntState = 'AttackTaunt';
const AutoEndLabel = 'AutoEnd';
const CampAgainLabel = 'CampAgain';
const CampLabel = 'Camp';
const CampLongLabel = 'CampLong';
const CantReachLabel = 'CantReach';
const ChallengeLabel = 'Challenge';
const CloseLabel = 'Close';
const CoweringState = 'Cowering';
const DeadlockedState = 'DeadLocked';
DefaultIsCloseToDynamicGoalDistance Source code
const DefaultIsCloseToDynamicGoalDistance = 128.0;
const DelayLabel = 'Delay';
const DialogBeginLabel = 'DialogBegin';
const DialogEndLabel = 'DialogEnd';
DialogFocusRestoreLabel Source code
const DialogFocusRestoreLabel = 'DialogFocusRestore';
const DialogFocusSetLabel = 'DialogFocusSet';
const DialogPauseLabel = 'DialogPause';
const DialogUnPauseLabel = 'DialogUnPause';
const DodgeFinishedLabel = 'DodgeFinished';
const DodgingState = 'Dodging';
DodgingWithAttackState Source code
const DodgingWithAttackState = 'DodgingWithAttack';
const DoneLabel = 'Done';
const DontCloseLabel = 'DontClose';
const DuckingLabel = 'Ducking';
const EnemyKilledState = 'EnemyKilled';
const ErrorLabel = 'Error';
const FaceTargetLabel = 'FaceTarget';
const FindAirState = 'FindAir';
const FireLabel = 'FireFalling';
const FrozenState = 'Frozen';
const GiveUpLabel = 'GiveUp';
const GiveWayLabel = 'GiveWay';
HandleInvalidLandingState Source code
const HandleInvalidLandingState = 'HandleInvalidLanding';
const HoldingState = 'Holding';
const HoldState = 'Hold';
const HuntLabel = 'Hunt';
const IdleLabel = 'Idle';
const ImpalingState = 'Impaling';
INCOMINGCOLLISIONFUDGE Source code
const INCOMINGCOLLISIONFUDGE = 2.0;
const KnockDownState = 'KnockDown';
const LandLabel = 'Land';
const MaxDistanceActors = 32;
MaxNoLOSFollowDistance Source code
const MaxNoLOSFollowDistance = 16.0;
MaxRadiusEnemiesDistance Source code
const MaxRadiusEnemiesDistance = 1600.0;
const MinFollowDistance = 1;
const MinGoalDistance = 1;
const MoveActiveLabel = 'MoveActive';
const MoveActiveStrafeLabel = 'MoveActiveStrafe';
const MoveCheckLabel = 'MoveCheck';
const MoveDoneLabel = 'MoveDone';
const MoveFailedLabel = 'MoveFailed';
const MoveFallingLabel = 'MoveFalling';
const MoveNoDestLabel = 'MoveNoDest';
const MovePickDestLabel = 'MovePickDest';
const MovePickDestLoopLabel = 'MovePickDestLoop';
const MoveSpecialLabel = 'MoveSpecial';
const MoveTestLabel = 'MoveTest';
const MoveToGoalBaseState = 'MoveToGoalBase';
MoveToGoalNoEnemyState Source code
const MoveToGoalNoEnemyState = 'MoveToNoEnemyGoal';
MoveToGoalWithEnemyState Source code
const MoveToGoalWithEnemyState = 'MoveToGoalWithEnemy';
const NeedToTurnAngleCos = 0.990;
NeedToTurnDialogAngleCos Source code
const NeedToTurnDialogAngleCos = 0.350;
const PauseLabel = 'Pause';
const PostBeginLabel = 'PostBegin';
const PreBeginLabel = 'PreBegin';
ReachedDestinationLabel Source code
const ReachedDestinationLabel = 'ReachedDestination';
const ReadyToAttackLabel = 'ReadyToAttack';
const RecoverEnemyLabel = 'RecoverEnemy';
const ResumePatrolLabel = 'ResumePatrol';
const RoamingState = 'Roaming';
const ShootDecorationLabel = 'ShootDecoration';
StanceChangeDelayLabel Source code
const StanceChangeDelayLabel = 'StanceChangeDelay';
const StartLeapLabel = 'StartLeap';
const StartupDelayLabel = 'StartupDelay';
const TacticalTickLabel = 'TacticalTick';
const TestMoveState = 'TestMove';
const TrackFocusLabel = 'TrackFocus';
const TryAgainLabel = 'TryAgain';
const TurnLabel = 'Turn';
const UnuseEvent = 'unuse';
const UsingState = 'Using';
const VictoryDanceState = 'VictoryDance';
const WaitingForStartLabel = 'WaitingForStart';
const WanderingPanicState = 'WanderingPanic';
const WanderingState = 'Wandering';
const WavingLabel = 'Waving';
var protected bool bDialogSetFocus;
var bool bFaceSpecialGoal;
bLastAimLocationHitFriendly Source code
var bool bLastAimLocationHitFriendly;
var float BlockedByCoverHitOdds;
var bool bTargetObscured;
var float CloseEnoughDistance;
DefaultRotationThreshold Source code
var int DefaultRotationThreshold;
var name DefaultState;
var protected
Actor DialogFocus;
var float DodgeEnableTime;
var float GetCloserThreshold;
var int Hits;
var float LastAcquireTime;
MaxAcquireMissMultiplier Source code
var float MaxAcquireMissMultiplier;
var int MaxAcquirePitchError;
MaxAffectedByAcquisitionTime Source code
var float MaxAffectedByAcquisitionTime;
var float MaxAffectedByHitTime;
var float MaxAlwaysLeadDistance;
var float MaxHitMissMultiplier;
var int MaxHitPitchError;
MaxMoveRecoverAttempts Source code
var int MaxMoveRecoverAttempts;
MaxMoveToActorAttempts Source code
var int MaxMoveToActorAttempts;
MaxMoveToPointAttempts Source code
var int MaxMoveToPointAttempts;
MaxTeleportRangeMinZError Source code
var float MaxTeleportRangeMinZError;
MaxTeleportRangeMoveError Source code
var float MaxTeleportRangeMoveError;
MaxTeleportRangeStuckError Source code
var float MaxTeleportRangeStuckError;
var int MinAcquirePitchError;
var int MinHitPitchError;
MinLastRenderedTeleportDelay Source code
var float MinLastRenderedTeleportDelay;
MinTeleportRangeMinZError Source code
var float MinTeleportRangeMinZError;
MinTeleportRangeMoveError Source code
var float MinTeleportRangeMoveError;
MinTeleportRangeStuckError Source code
var float MinTeleportRangeStuckError;
var int Misses;
var int NumMoveAttempts;
NumMoveRecoverAttempts Source code
var int NumMoveRecoverAttempts;
var protected
vector OldFocalPoint;
var protected
Actor OldFocus;
var float ReduceStanceAgainTime;
ScriptedRotationThreshold Source code
var int ScriptedRotationThreshold;
var float SpecialGoalDistance;
var float StopFiringAtEnemyTime;
var float TemporaryGoalDistance;
var float TestMoveSpeed;
var
Actor TestMoveTarget;
var float TryToHitBaseSpeed;
var float TryToHitBaseSpeedOdds;
TryToHitInstantBaseDistance Source code
var float TryToHitInstantBaseDistance;
TryToHitInstantBaseOddsMax Source code
var float TryToHitInstantBaseOddsMax;
TryToHitInstantBaseOddsMin Source code
var float TryToHitInstantBaseOddsMin;
TryToHitInstantMaxHitDistance Source code
var float TryToHitInstantMaxHitDistance;
TryToHitInstantMinMissDistance Source code
var float TryToHitInstantMinMissDistance;
TryToHitProjectileBaseDistance Source code
var float TryToHitProjectileBaseDistance;
TryToHitProjectileBaseOddsMax Source code
var float TryToHitProjectileBaseOddsMax;
TryToHitProjectileBaseOddsMin Source code
var float TryToHitProjectileBaseOddsMin;
TryToHitProjectileMaxHitDistance Source code
var float TryToHitProjectileMaxHitDistance;
TryToHitProjectileMinMissDistance Source code
var float TryToHitProjectileMinMissDistance;
TryToHitTossedBaseDistance Source code
var float TryToHitTossedBaseDistance;
TryToHitTossedBaseOddsMax Source code
var float TryToHitTossedBaseOddsMax;
TryToHitTossedBaseOddsMin Source code
var float TryToHitTossedBaseOddsMin;
TryToHitTossedMaxHitDistance Source code
var float TryToHitTossedMaxHitDistance;
TryToHitTossedMinMissDistance Source code
var float TryToHitTossedMinMissDistance;
WanderDirectionExternal Source code
var
vector WanderDirectionExternal;
enum
EMoveType
{
MT_Error,
MT_None,
MT_Wait,
MT_Near,
MT_Success,
};
function float AddedHumanThreat ( ) )
function bool AdjustAim (
class<
Projectile>
ProjectileClass,
float ProjSpeed,
vector ProjStart,
float WeaponFireSpread,
bool bLeadTarget,
bool bWarnTarget,
bool bTossed,
bool bTrySplash ) )
AllowFriendlyBumpStateChanges Source code
function bool AllowFriendlyBumpStateChanges ( ) )
function bool AnnoyedAt (
Pawn Other ) )
function float AssessThreat (
Pawn Other ) )
function bool CanDodge ( optional bool bIgnoreFalling ) )
function bool CanRespawn ( ) )
function CheckEnemyDistance ( float EnemyDistance ) )
function bool CheckMaxAttackRanges (
float EnemyDistance,
Actor TargetActor ) )
function EMoveType CheckNavigationFrom (
Actor TargetActor,
Actor GoalActor,
float GoalDistance ) )
CheckTargetInAttackRange Source code
function bool CheckTargetInAttackRange ( bool bTest ) )
function ClearHoldSpot (
out Actor HS ) )
function ClearHoldSpots ( ) )
function ClearMoveAttempts ( ) )
function float CompareThreat (
Pawn P1,
Pawn P2 ) )
function bool DialogAllowed (
Actor Other ) )
event DialogBegin (
Actor Other ) )
function DialogInitiate (
Actor Other, optional
name Topic, optional
Actor WaitingActor ) )
function DialogTerminate ( ) )
function EnemyAcquired ( ) )
function eventBumpAll (
Actor Other ) )
function eventBumpEnemy (
Pawn Other ) )
function eventBumpFriend (
Pawn Other ) )
function eventBumpOther (
Actor Other ) )
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 ) )
function ExecuteDodge (
bool bLeft,
vector DodgeDestination ) )
function bool FaceTarget ( float F ) )
function FearThisSpot (
Actor aSpot ) )
function bool FindBestPathToward (
Actor TargetActor,
bool bClearPaths ) )
function Pawn FindLocalEnemy (
float MaxDistance ) )
function FindNewStakeOutDir (
Actor TargetActor ) )
function ForceNavigationError ( bool bScriptedStateMoves, bool bMoveTarget, bool bMinZ ) )
function bool FriendlyBumpSpecial ( ) )
function float GetAttackRating (
Pawn Other ) )
function float GetBounceLifespan ( ) )
function float GetDamageRadius (
class<
Projectile>
ProjectileClass ) )
function bool GetDirectionalPatrol ( ) )
function bool GetFaceSpecialGoal ( ) )
function float GetFireRating ( ) )
GetInstantProjectileAim Source code
function bool GetInstantProjectileAim (
class<
Projectile>
ProjectileClass,
float ProjSpeed,
vector ProjStart,
float WeaponFireSpread,
Actor TargetActor,
out vector TargetLocation,
float TargetDistance,
bool bLOSToTarget,
out rotator ReturnedRotation ) )
GetLastSeenAimLocation Source code
function bool GetLastSeenAimLocation (
class<
Projectile>
ProjectileClass,
float ProjSpeed,
vector ProjStart,
float WeaponFireSpread,
Actor TargetActor,
float TargetDistance,
out vector TargetLocation ) )
function float GetLookedAtCos (
Actor SeeingActor ) )
function vector GetMissVector (
Actor TargetActor,
int PitchError ) )
function float GetMoveSpeed ( optional
vector TargetLocation ) )
static
function GetNearbyPathNodes (
Actor SourceActor,
out TDistanceInfo DistanceList[
MaxDistanceActors ],
float MinDistance,
float MaxDistance,
bool bIgnoreZ ) )
GetNearbyPathNodesRelativeTo Source code
static
function GetNearbyPathNodesRelativeTo (
Actor SourceActor,
Actor RelativeActor,
out TDistanceInfo DistanceList[
MaxDistanceActors ],
float MinDistance,
float MaxDistance,
bool bIgnoreZ ) )
function EPathResult GetPathToActor (
Actor TargetActor, optional
out Actor ReturnedActor, optional
bool bIncludeDirect ) )
function bool GetSlowProjectileAim (
class<
Projectile>
ProjectileClass,
float ProjSpeed,
vector ProjStart,
float WeaponFireSpread,
Actor TargetActor,
out vector TargetLocation,
float TargetDistance,
bool bTrySplash,
bool bLOSToTarget,
out rotator ReturnedRotation ) )
function Actor GetSpecialGoal ( ) )
GetSpecialGoalDistance Source code
function float GetSpecialGoalDistance ( ) )
function bool GetSplashLocation (
class<
Projectile>
ProjectileClass,
vector ProjStart,
Actor TargetActor,
float TargetDistance,
out vector TargetLocation ) )
function vector GetTargetLocation (
Actor TargetActor,
bool bLOSToTarget,
bool bTossed,
vector LastEnemySeenLocation,
float TimeSinceLastSeen ) )
function float GetTimeOutTolerance (
class<
Projectile>
ProjectileClass ) )
function bool GetTossedAim (
class<
Projectile>
ProjectileClass,
float ProjSpeed,
vector ProjStart,
float WeaponFireSpread,
Actor TargetActor,
out vector TargetLocation,
float TargetDistance,
bool bLOSToTarget,
out rotator ReturnedRotation ) )
function HandleBumpedByEnemy ( )
HandleDestinationReached Source code
function HandleDestinationReached ( ) )
function HandleEnemyNoise (
Actor NoiseMaker ) )
function bool HandleFriendlyBumps ( ) )
function HandleIncoming (
Actor IncomingActor,
vector IncomingDirection,
float IncomingSpeed ) )
HandleSetMoveTargetError Source code
function EMoveType HandleSetMoveTargetError (
Actor GoalActor,
float GoalDistance ) )
final
event HearNoise (
float Loudness,
Actor NoiseMaker ) )
function bool IgnoreTargetRange ( ) )
function ImpalePawn ( )
function bool IsCloseToDynamicGoal (
Actor Other, optional
float DesiredDistance, optional
bool bHasLineOfSightTo ) )
function bool IsUsable (
Actor Other ) )
LockAnimationController Source code
function LockAnimationController ( int LockLevel ) )
function bool MaybeAcquireEnemy (
Pawn NewEnemy ) )
function MaybeAlertOthers (
Pawn PotentialEnemy )
MaybeAvoidFriendlyBump Source code
function MaybeAvoidFriendlyBump (
Pawn Other )
function MaybeInheritEnemy (
Pawn Other,
Pawn NewEnemy, optional
bool bCanSee ) )
function bool MaybeSetEnemy (
Pawn NewEnemy, optional
bool bAlertingOthers ) )
function bool MoveAgain ( ) )
function bool NeedToTurn (
vector TargetLocation,
float CosAngle ) )
final
event bool NotifyBump (
Actor Other ) )
NotifyMeleeDamagedEnemy Source code
NotifyPhysicsVolumeChange Source code
event bool NotifyPhysicsVolumeChange (
PhysicsVolume NewVolume ) )
function NotifyUnuse (
Actor A ) )
function OnUnuse (
Actor Other ) )
function OnUse (
Actor Other ) )
function Possess (
Pawn P ) )
event PreBeginPlay ( ) )
function bool RandomizeStakeOutDir ( ) )
function ReactToAlertFriend (
Pawn P ) )
function ReactToFriend (
Pawn P ) )
function bool RecoverFromMinZError ( ) )
RecoverFromNavigationError Source code
function EMoveType RecoverFromNavigationError (
Actor GoalActor,
float GoalDistance,
bool bConsiderMoveTarget ) )
function bool RecoverFromStuckError ( ) )
function bool ReduceThreat ( ) )
function float RelativeStrength (
Pawn Other ) )
function RestoreAlertness ( ) )
function bool RestoreStance ( ) )
SelectInventorySpotDestination Source code
function bool SelectStance ( bool bAvoidProne ) )
function SetAlertness ( float NewAlertness ) )
function SetDirectionalPatrol ( bool bNewVal ) )
function SetFall ( ) )
function SetFrozen ( bool bVal ) )
function EMoveType SetMoveTarget (
Actor GoalActor, optional
float GoalDistance, optional
bool bWaitForLanding ) )
function SetPeripheralVision ( ) )
simulated
function SetScriptedFocus (
Actor A ) )
function SetScriptedIdleAnims ( bool bNewVal ) )
final function SetSharedTimer ( float DelaySeconds, bool bLoop ) )
function SetSpecialGoal (
Actor NewSpecialGoal, optional
float NewSpecialGoalDistance, optional
bool bFaceSpecialGoalNew ) )
function bool SetTestMoveTarget (
Actor TargetActor, optional
float MoveSpeed, optional
ETacticalMoveType TMT ) )
function SharedTimerEvent ( ) )
function ShotFiredNotification (
Pawn Shooter,
vector FireDir,
class<
Projectile>
ProjectileClass,
float ProjSpeed ) )
ShouldBounceProjectile Source code
function bool ShouldBounceProjectile ( ) )
ShouldClearSpecialColliders Source code
function bool ShouldClearSpecialColliders ( ) )
function bool ShouldTryToLead (
Actor TargetActor,
float TargetDistance,
bool bTrySplash ) )
function Shutdown ( bool bVal ) )
function bool SplashDamageAttack ( ) )
function bool StopFiringAtEnemy (
Actor TargetActor,
bool bTossed ) )
function TeleportedPawn (
vector OldLocation,
Actor TargetActor ) )
function bool TeleportPawn (
Actor TargetActor ) )
function bool TestAimLocation (
vector ProjStart,
float ProjSpeed,
Actor TargetActor,
vector AimLocation,
float MaxMissTargetDistance,
bool bCanHitOtherActors ) )
function bool TestMissLocation (
vector ProjStart,
float ProjSpeed,
Actor TargetActor,
vector AimLocation,
float MinAvoidSelfDistance ) )
final event Timer ( ) )
function TryToDodge (
vector DuckDir,
bool bDuckLeft ) )
function bool TryToHit (
Actor TargetActor,
float TargetDistance,
float SpreadDegrees,
bool bLOSToTarget,
float TryToHitBaseOddsMin,
float TryToHitBaseOddsMax,
float TryToHitBaseDistance,
float TryToHitMinMissDistance,
float TryToHitMaxHitDistance ) )
function UnderLift (
Mover M ) )
function UnImpalePawn ( )
UnlockAnimationController Source code
function UnlockAnimationController ( optional bool bClear ) )
exec function Unuse ( ) )
function UnuseActor ( optional
Actor A ) )
function UpdateAcceleration (
Actor TargetActor,
float AccelerationChangeLimit,
float MeleeAccelRate,
float MeleeSpeed ) )
function bool UpdateStance ( byte TargetStance, optional float EnemyDistance ) )
function UseActor (
Actor A ) )
function bool VerifyJumpDodgeVector (
vector DuckDir,
out vector DodgeDestination ) )
function VerifyMobility ( float EnemyDistance ) )
function bool VerifyRollDodgeVector (
vector DuckDir,
out vector DodgeDestination ) )
function bool ViewObstructed ( float CheckWallDistance ) )
WanderAfterFriendlyBumpExtra Source code
function bool WanderAfterFriendlyBumpExtra ( ) )
defaultproperties
{
MaxMoveToPointAttempts=2
MaxMoveToActorAttempts=10
MaxMoveRecoverAttempts=5
CloseEnoughDistance=512.000000
GetCloserThreshold=256.000000
MaxAffectedByHitTime=0.500000
MaxAffectedByAcquisitionTime=1.000000
TryToHitInstantBaseOddsMin=0.125000
TryToHitInstantBaseOddsMax=0.625000
TryToHitProjectileBaseOddsMin=0.250000
TryToHitProjectileBaseOddsMax=1.000000
TryToHitTossedBaseOddsMin=0.250000
TryToHitTossedBaseOddsMax=1.000000
TryToHitInstantBaseDistance=1024.000000
TryToHitProjectileBaseDistance=1024.000000
TryToHitTossedBaseDistance=1024.000000
TryToHitInstantMinMissDistance=256.000000
TryToHitProjectileMinMissDistance=256.000000
TryToHitTossedMinMissDistance=256.000000
TryToHitProjectileMaxHitDistance=4096.000000
TryToHitInstantMaxHitDistance=9999999.000000
TryToHitTossedMaxHitDistance=3000.000000
TryToHitBaseSpeed=300.000000
TryToHitBaseSpeedOdds=0.500000
BlockedByCoverHitOdds=0.020000
MaxHitMissMultiplier=1.000000
MaxAcquireMissMultiplier=1.000000
MaxHitPitchError=2048
MinHitPitchError=512
MaxAcquirePitchError=2048
MinAcquirePitchError=512
MinTeleportRangeMoveError=256.000000
MaxTeleportRangeMoveError=4096.000000
MinTeleportRangeMinZError=64.000000
MaxTeleportRangeMinZError=4096.000000
MinTeleportRangeStuckError=128.000000
MaxTeleportRangeStuckError=1280.000000
MinLastRenderedTeleportDelay=2.000000
DefaultRotationThreshold=910
ScriptedRotationThreshold=182
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 10:48:35.001 - Created with
UnCodeX