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U2AI.U2PawnBasic

Extends
U2PawnBase
Modifiers
abstract

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Engine.LicenseePawn
         |   
         +-- U2.U2Pawn
            |   
            +-- U2AI.U2PawnBase
               |   
               +-- U2AI.U2PawnBasic

Direct Known Subclasses:

U2AraknidBase, U2DrakkBoss, U2DrakkBossUpper, U2DrakkDroid, U2DrakkLight, U2DrakkMedium, U2FlyingSnake, U2KaiBase, U2KillerTadpole, U2Mukhogg, U2Parata, U2PawnAdvanced, U2Rammer, U2Seagoat, U2SeagoatStowaway, U2ShianWarrior, U2ShianWorker, U2SkaarjBase, U2Snipe, U2Tosc, U2Uglyfish

Constants Summary
Inherited Contants from U2.U2Pawn
CleanupCarcassTimerName, DyingPlacedState, MaxCollectMomentumTime, MaxTossedItems, MaxWalkingAnims, MissionFailedState, TexDormant, TexExternalPathError, TexInternalPathError, TexMinZError, TexMoveError, TexOtherError, TexScriptLoadError, TexScriptRunError

Variables Summary
floatAcquisitionAnimationOdds
floatAttackCantFireLockoutTime
floatAttackClosingCanFireOdds
floatAttackClosingReachableDistSquared
floatAttackMeleeMaxTime
floatAttackMeleeMinTime
floatAttackStationaryCanFireOdds
floatAttackTacticalMoveCanFireOdds
floatAttackUseCoverLockoutTime
floatAttackUseCoverMaxTime
floatAttackUseCoverMinTime
floatAttackUseCoverTimeOutTime
boolbAlertedEnemyHunted
boolbAlwaysAttackAnnoyingNewEnemy
boolbAlwaysAttackNewEnemy
floatBaseAggressiveness
floatBaseAlertness
boolbCanAdjustStationaryPosition
boolbCanStrafeDuringOrders
boolbCanStrafeDuringTacticalMoves
boolbCanStrafeDuringTacticalRetreat
boolbFacePredictedLocation
boolbFearNPCsMoreThanPlayers
boolbFearPlayersMoreThanNPCs
boolbHasMaxAttackRanges
boolbHasMovingMeleeAttack
boolbHasMovingRangedAttack
boolbHasRangedAttack
boolbInstantHitAttack
boolbJumpDodges
boolbJumpy
boolbKamikazeClosing
boolbLeadTarget
boolbLeapRequiresLOS
boolbMonitorStanceRanges
floatBounceLifespan
floatBounceProjectileOdds
boolbPredictChargeLocation
boolbSplashDamageAttack
boolbTurnToEnemyAfterLeap
floatCampingRate
floatChargeHeadSize
floatChargeMaxChangeSize
floatChargeMaxDamage
floatChargeMaxMomentumTransfer
floatChargeMinDamage
intCloseFaceTarget
floatCombatStyle
vectorDodgeDestination
floatDodgeDistance
floatDodgeInsteadofStrafeOdds
floatDodgeProjectileOdds
floatDodgeTime
floatFireCheckFailedRate
floatFireCheckRate
floatFireFastDuration
floatFireFastPauseTime
floatFireSlowPauseTime
floatImpaleAttachDamage
floatImpaleAttachShakeMag
floatImpaleAttachShakeSecs
floatImpaleDetachDamage
floatImpaleDetachMomentum
floatImpaleDetachShakeMag
floatImpaleDetachShakeSecs
stringImpaleMountNode
floatImpaleOdds
floatImpaleToMeleeOdds
floatJumpyOdds
floatLeapDelayFailure
floatLeapDelayLand
floatLeapDelayPreJump
floatLeapDelaySuccess
floatLeapHighOdds
floatLeapHighPredictOdds
floatLeapHighSpeed
floatLeapLowPredictOdds
floatLeapLowSpeed
intLeapMaxDamage
floatLeapMaxMomentumTransfer
floatLeapMaxOdds
floatLeapNotifyTime
floatLeapToMeleeOdds
floatMaxFleeSearchDistance
floatMaxHuntFireAtLastSeenTime
floatMaxStationaryFiringDelay
floatMaxTacticalRetreatDistance
floatMaxUseCoverSearchDistance
class<DamageType>Melee01DamageType
intMelee01MaxDamage
intMelee01MomentumPerUnitDamage
class<DamageType>Melee02DamageType
intMelee02MaxDamage
intMelee02MomentumPerUnitDamage
class<DamageType>Melee03DamageType
intMelee03MaxDamage
intMelee03MomentumPerUnitDamage
floatMeleeAccelerationChangeLimit
floatMeleeAccelRate
floatMeleeDamageRangeMultiplier
floatMeleeDamageXMPPawnMultiplier
floatMeleeNotifyTime
floatMeleeSpeed
EWeaponAnimationTypeMeleeWeaponType
floatMinAcquisitionDelay
floatMinAlertAcquisitionDelay
floatMinCrouchDistance
floatMinProneDistance
floatMinReAcquisitionDelay
floatMinReduceStanceAgainDelay
floatMinStationaryDistance
floatMinStationaryHealth
floatMinStayCrouchingTime
floatMinStayProneTime
floatOnlyLeapLowRange
floatPostAcquisitionAnimationDelay
floatPostDodgeDelay
floatPreferHighTrajectoryOdds
floatRandomCloseDodgeOdds
floatRangedNotifyTime
floatRecoverLockOutUseCoverTime
floatRefireRate
floatStationaryCrouchOdds
floatStationaryProneOdds
floatStationaryStandOdds
floatStationaryStayCrouchingOdds
floatStationaryStayProneOdds
floatTacticalJumpOdds
floatTacticalMoveCloseOdds
floatTacticalMoveFallbackOdds
floatTauntAnimationOdds
AI
array<BehaviorT>AttackActiveBehaviors
array<BehaviorT>AttackActiveCantReachBehaviors
array<BehaviorT>AttackActiveEnemyNotVisibleBehaviors
array<BehaviorT>AttackActiveMeleeBehaviors
array<BehaviorT>AttackActiveMeleeHitBehaviors
array<BehaviorT>AttackActiveUseCoverBehaviors
array<BehaviorT>AttackPassiveBehaviors
array<BehaviorT>AttackPassiveCantReachBehaviors
array<BehaviorT>AttackPassiveEnemyNotVisibleBehaviors
array<BehaviorT>AttackPassiveMeleeBehaviors
array<BehaviorT>AttackPassiveMeleeHitBehaviors
array<BehaviorT>AttackPassiveUseCoverBehaviors
boolbForceRanges
boolbIgnoreRelativeHealth
floatDefaultLookedAtCos
vectorFireOffset
class<Projectile>RangedProjectileClass
floatRangeIdealAttack
floatRangeMaxAttackMobile
floatRangeMaxAttackMobileNoLOS
floatRangeMaxAttackStationary
floatRangeMaxAttackStationaryNoLOS
floatRangeMinAttack
Inherited Variables from U2AI.U2PawnBase
AlertOthersRadius, bAlertOthersRequiresLOS, bAvoidFriendlyBumps, bCanStrafeScripted, bCanWanderOffLedges, bDistressedWandering, BecomeAggressiveHealthRatio, bLookForAlertFriends, bWanderCanKillIfStuck, bWanderCanTeleportIfStuck, bWanderEndRotation, bWanderLookAtDestination, LandShakeDuration, LandShakeMagnitude, LandShakeRadius, LandSoundPitch, LandSoundRadius, LandSounds, LandSoundSlot, RotationRateYawScripted, RotationRateYawScriptedDialog, StepShakeDuration, StepShakeMagnitude, StepShakeRadius, StepSoundPitch, StepSoundRadius, StepSounds, StepSoundVolume, StrafingAbility, WanderAvoidObstructionOdds, WanderAvoidPawnDiffDistance, WanderAvoidPawnSameDistance, WanderCantMoveWaitTime, WanderDistMax, WanderDistMin, WanderEndRotationRate, WanderMaxAvoidDistance, WanderMaxZComponent, WanderMinAdustedSize, WanderPauseMax, WanderPauseMin, WanderPauseOdds, WanderSpeedMax, WanderSpeedMin, WanderSpreadAngle, WanderTurnToDestinationOdds, WanderViewBlockedDistance, WanderViewBlockedTurnOdds
Inherited Variables from U2.U2Pawn
AdditionalDamageFilters, AlternateUseManagers, AnimationController, AnimationControllerClass, AssetsHelperClass, bCanKnockDown, bCanPanic, bCauseMoveTargetNavError, bCauseScriptedNavError, bDisableErrorColors, bDisableErrorMessages, bFrozen, bHeadTrackingEnabled, bInfiniteAmmo, bNoFlavorTextTeamCheck, bOverridesDamageEffect, bQuickCarcassCleanup, bRagdollDeath, bReceivedInitialStatus, bReceivedInitialWeapon, bReloadsEnabled, bSentient, bServoEnabled, bShrinkCarcass, bSinkCarcass, bStationary, bTestAnimHandler, bUsesFlavorText, bUseSoundSlotTimers, bWeaponAimingEnabled, CarcassFadeEffect, CarcassFadeTemplate, CarcassPrePivotZ, CarcassShrinkRateX, CarcassShrinkRateY, CarcassShrinkRateZ, CarcassSinkRatePerSec, CarcassSinkRatePerSecInc, CarcassSinkRatePerSecMax, CarcassSinkRatePerSecMin, CollectedMomentumTransfer, CommandFileName, CommandStartLabel, CrouchingMoveSpeed, CurPanicSound, CurrentMomentumTransferSlot, CurrentStatus, DamageEffectOffsetMultiplier, DamageFilterClass, DamageIndicatorAngle, DeadBuoyancy, DeathWAT, DefaultInventory, DefaultPackage, DefaultWeapon, Description, DodgeJumpZScale, DodgeXYVelocityScale, DroppedEnergy, DrowningDamageAmount, EMPEffect, FallTimer, FDamager, FlameEffect, FriendDeadSoundDelay, GibbedEffect, GibSetClass, HeadTrackActor, HeadTrackTimer, InitialAgentInputs, InitialAlertness, InitialHealth, InitialHearingThreshold, InitialSightRadius, LastKnockDownTime, LastMomentumTransferTime, LastSoundClass, LastTextureType, LoopDeathAnimRate, LowGoreMesh, LowGoreMeshGoreLevel, MaxAliveAddedVelocity, MaxDeadAddedVelocity, MaxHeadTrackDistance, MaxHeadTrackPlayerDistance, MaxRandomSoundTime, MinJumpAnimSpeed, MinKnockDownMomentumThreshold, MinLandAnimSpeed, MinPanicTime, MinRandomSoundTime, MinTimeBetweenHitSounds, MinTimeBetweenKnockDowns, MinTimeBetweenRandomSounds, MovementPhysics, NumTextureSounds, NumWalkingAnims, OldStatus, OldWeapon, PanicDamageInstigator, PanicDamageType, PanicSoundPauseSeconds, ParticleHitEffect, ProneMoveSpeed, RandomAttackSoundSlot, RandomIdleSoundSlot, RemainingPowerSuitEnergy, SetMoveSpeedFudge, SoundSlotTimerListTag, SoundSlotTimers, SoundTable, StandingMoveSpeed, StatusBelt, StatusDoll, StopPanicTime, TextureSoundIndices[4], TimeBeforeCarcassDestroyed, TimeSinceBeginState, TossedItems[MaxTossedItems], TotalCarcassSinkDistance, TotalRecentHits, TotalRecentMomentumTransfer, ToxicEffect, UsableActors, UseManager, VoiceListClass, VoiceListTag, VoicePackage, VoicePackMetaClass, VoiceType, WalkingAnims[MaxWalkingAnims], WeaponDamageItems

Enumerations Summary
Inherited Enumerations from U2.U2Pawn
EErrorType

Structures Summary
BehaviorT
StateName, StateLabel, Odds, EntryOdds, TimeMin, TimeMax, bDisabled, bAvoidRepeat, EnableTime, LowOddsTime
Inherited Structures from U2.U2Pawn
MomentumTransferT, SCurrentStatus, SInitialAgentInput, WalkingAnimInfoT

Functions Summary
functionbool FilterMeleeAttack (Actor TargetActor ))
function FireAtEnemy ()))
functionvector GetFireOffset ()))
functionfloat GetMeleeDamageRange ()))
functionvector GetMeleeMomentumNormal (Actor TargetActor ))
functionLicenseePawn.EWeaponAnimationType GetWeaponAnimationTypeW (Weapon Weap ))
function HandleAcquireEnemySound ()))
function HandleLeapImpactSound ()))
function HandleLeapLandSound ()))
function HandleMiscSound ()))
functionProjectile HandleSpawnShot (float ProjSpeed, bool bProjLeadTarget ))
function MeleeDamagedTarget ()))
function MeleeDamageTarget (int Damage, int MomentumPerUnitDamage, class DamageType ))
function NotifyImpale ()))
function NotifyLeapBegin ()))
function NotifyMelee01 ()))
function NotifyMelee02 ()))
function NotifyMelee03 ()))
function NotifyMeleeBegin ()
function NotifyMeleeMotionSound ()))
function NotifyStay01 ()))
function NotifyUnImpale ()))
event PostBeginPlay ()))
function RestoreSightRadius ()))
function SetSightRadius (float NewSightRadius ))
function SpawnShot ()))
function UpdateAttackRanges ()))
Inherited Functions from U2AI.U2PawnBase
LandedOnTexture, PlayMovementSound, PostBeginPlay, PreBeginPlay, SetWanderParameters
Inherited Functions from U2.U2Pawn
AddAdditionalDamageFilter, AddVelocity, AddWeaponDamageItem, AdjustFinalDamage, AdjustWeaponDamage, AnimEnd, ApplyAdditionalDamageFilters, AssignDefaultInventory, BaseChange, BeginState, BreathTimer, CanDoRagdollHit, ChunkUp, CleanupCarcass, CleanupCarcassTimer, CleanupShadows, Destroyed, DialogBegin, DialogEnd, DialogPause, DialogSetEndingFocus, DialogSetFocus, DialogUnPause, Died, DMAI, DMAIA, DMAIE, DMAIL, DMAIM, DoDamageEffect, Dodge, DoGibbedEffect, DoGibs, DropEnergy, DumpAgentAnimInfo, DumpAgentInfo, DumpAgentInputInfo, EndState, ErrorGeneral, eventTakeDamage, FellOutOfWorld, FixSkins, Gesture, GetDamageEffect, GetDamageIndicatorAngleA, GetDamageIndicatorAngleB, GetDescription, GetInfiniteAmmo, GetJumpPack, GetPlayerModel, GetPowerSuit, GetPowerSuitMax, GetPowerSuitPct, GetPowerSuitResurrections, GetPowerSuitResurrectionsString, GetReloadsEnabled, GetWeaponAnimationTypeW, GiveTossedItem, HandleCarcassCleanup, HandleJumpSound, HandleKnockdown, HandleMissionFailed, HandleRandomAttackSound, HandleRandomIdleSound, HandleTakeHit, HasGibs, IsPanicDamageType, IsSentient, JumpInProgress, JumpOutOfWater, KImpact, LandedEx, LandedOnTexture, LandThump, LaunchOffPawnDamage, LieStill, LookupLoopAnim, LookupPlayAnim, LookupTweenAnim, MakeErrorObvious, MantlingBegin, MaybeScaleSettings, NotifyFallingFar, NotifyGoreDetailChanged, NotifyRagdollCollisionChange, NotifyRagdollDeathEnded, NotifySetMovementSound, NotifySound, PlayDodge, PlayDying, PlayMovementSound, PlayTakeHit, PlayTakeHitSound, PlayTaunt, PlayVictoryDance, PlayWaving, PlayWeaponSwitch, PossessedBy, PostBeginPlay, PostRecvCurrentStatus, PostRecvWeapon, PreBeginPlay, PreRecvCurrentStatus, PreRecvWeapon, PreSetMovement, PressedAltFire, PressedFire, PressingAltFire, PressingFire, PreventDeath, ReduceCylinder, RemoveAdditionalDamageFilter, RemoveTossedItem, RemoveWeaponDamageItem, Replication, RestoreSightRadius, ServerTaunt, SetDefaultWeapon, SetHealth, SetInitialState, SetMovementPhysics, SetNumWalkingAnims, SetPlayerModel, SetupAnimationComponents, SetupComponents, SetupSoundComponents, ShouldGib, SpamTextures, StopDamageEffects, TakeDamage, TakeDamageHandlePhysics, TakeDrowningDamage, Taunt, TestMissionFailed, Tick, Timer, TravelPreAccept, Trigger


Variables Detail

AcquisitionAnimationOdds Source code

var float AcquisitionAnimationOdds;

AttackCantFireLockoutTime Source code

var float AttackCantFireLockoutTime;

AttackClosingCanFireOdds Source code

var float AttackClosingCanFireOdds;

AttackClosingReachableDistSquared Source code

var float AttackClosingReachableDistSquared;

AttackMeleeMaxTime Source code

var float AttackMeleeMaxTime;

AttackMeleeMinTime Source code

var float AttackMeleeMinTime;

AttackStationaryCanFireOdds Source code

var float AttackStationaryCanFireOdds;

AttackTacticalMoveCanFireOdds Source code

var float AttackTacticalMoveCanFireOdds;

AttackUseCoverLockoutTime Source code

var float AttackUseCoverLockoutTime;

AttackUseCoverMaxTime Source code

var float AttackUseCoverMaxTime;

AttackUseCoverMinTime Source code

var float AttackUseCoverMinTime;

AttackUseCoverTimeOutTime Source code

var float AttackUseCoverTimeOutTime;

bAlertedEnemyHunted Source code

var bool bAlertedEnemyHunted;

bAlwaysAttackAnnoyingNewEnemy Source code

var bool bAlwaysAttackAnnoyingNewEnemy;

bAlwaysAttackNewEnemy Source code

var bool bAlwaysAttackNewEnemy;

BaseAggressiveness Source code

var float BaseAggressiveness;

BaseAlertness Source code

var float BaseAlertness;

bCanAdjustStationaryPosition Source code

var bool bCanAdjustStationaryPosition;

bCanStrafeDuringOrders Source code

var bool bCanStrafeDuringOrders;

bCanStrafeDuringTacticalMoves Source code

var bool bCanStrafeDuringTacticalMoves;

bCanStrafeDuringTacticalRetreat Source code

var bool bCanStrafeDuringTacticalRetreat;

bFacePredictedLocation Source code

var bool bFacePredictedLocation;

bFearNPCsMoreThanPlayers Source code

var bool bFearNPCsMoreThanPlayers;

bFearPlayersMoreThanNPCs Source code

var bool bFearPlayersMoreThanNPCs;

bHasMaxAttackRanges Source code

var bool bHasMaxAttackRanges;

bHasMovingMeleeAttack Source code

var bool bHasMovingMeleeAttack;

bHasMovingRangedAttack Source code

var bool bHasMovingRangedAttack;

bHasRangedAttack Source code

var bool bHasRangedAttack;

bInstantHitAttack Source code

var bool bInstantHitAttack;

bJumpDodges Source code

var bool bJumpDodges;

bJumpy Source code

var bool bJumpy;

bKamikazeClosing Source code

var bool bKamikazeClosing;

bLeadTarget Source code

var bool bLeadTarget;

bLeapRequiresLOS Source code

var bool bLeapRequiresLOS;

bMonitorStanceRanges Source code

var bool bMonitorStanceRanges;

BounceLifespan Source code

var float BounceLifespan;

BounceProjectileOdds Source code

var float BounceProjectileOdds;

bPredictChargeLocation Source code

var bool bPredictChargeLocation;

bSplashDamageAttack Source code

var bool bSplashDamageAttack;

bTurnToEnemyAfterLeap Source code

var bool bTurnToEnemyAfterLeap;

CampingRate Source code

var float CampingRate;

ChargeHeadSize Source code

var float ChargeHeadSize;

ChargeMaxChangeSize Source code

var float ChargeMaxChangeSize;

ChargeMaxDamage Source code

var float ChargeMaxDamage;

ChargeMaxMomentumTransfer Source code

var float ChargeMaxMomentumTransfer;

ChargeMinDamage Source code

var float ChargeMinDamage;

CloseFaceTarget Source code

var int CloseFaceTarget;

CombatStyle Source code

var float CombatStyle;

DodgeDestination Source code

var vector DodgeDestination;

DodgeDistance Source code

var float DodgeDistance;

DodgeInsteadofStrafeOdds Source code

var float DodgeInsteadofStrafeOdds;

DodgeProjectileOdds Source code

var float DodgeProjectileOdds;

DodgeTime Source code

var float DodgeTime;

FireCheckFailedRate Source code

var float FireCheckFailedRate;

FireCheckRate Source code

var float FireCheckRate;

FireFastDuration Source code

var float FireFastDuration;

FireFastPauseTime Source code

var float FireFastPauseTime;

FireSlowPauseTime Source code

var float FireSlowPauseTime;

ImpaleAttachDamage Source code

var float ImpaleAttachDamage;

ImpaleAttachShakeMag Source code

var float ImpaleAttachShakeMag;

ImpaleAttachShakeSecs Source code

var float ImpaleAttachShakeSecs;

ImpaleDetachDamage Source code

var float ImpaleDetachDamage;

ImpaleDetachMomentum Source code

var float ImpaleDetachMomentum;

ImpaleDetachShakeMag Source code

var float ImpaleDetachShakeMag;

ImpaleDetachShakeSecs Source code

var float ImpaleDetachShakeSecs;

ImpaleMountNode Source code

var string ImpaleMountNode;

ImpaleOdds Source code

var float ImpaleOdds;

ImpaleToMeleeOdds Source code

var float ImpaleToMeleeOdds;

JumpyOdds Source code

var float JumpyOdds;

LeapDelayFailure Source code

var float LeapDelayFailure;

LeapDelayLand Source code

var float LeapDelayLand;

LeapDelayPreJump Source code

var float LeapDelayPreJump;

LeapDelaySuccess Source code

var float LeapDelaySuccess;

LeapHighOdds Source code

var float LeapHighOdds;

LeapHighPredictOdds Source code

var float LeapHighPredictOdds;

LeapHighSpeed Source code

var float LeapHighSpeed;

LeapLowPredictOdds Source code

var float LeapLowPredictOdds;

LeapLowSpeed Source code

var float LeapLowSpeed;

LeapMaxDamage Source code

var int LeapMaxDamage;

LeapMaxMomentumTransfer Source code

var float LeapMaxMomentumTransfer;

LeapMaxOdds Source code

var float LeapMaxOdds;

LeapNotifyTime Source code

var float LeapNotifyTime;

LeapToMeleeOdds Source code

var float LeapToMeleeOdds;

MaxFleeSearchDistance Source code

var float MaxFleeSearchDistance;

MaxHuntFireAtLastSeenTime Source code

var float MaxHuntFireAtLastSeenTime;

MaxStationaryFiringDelay Source code

var float MaxStationaryFiringDelay;

MaxTacticalRetreatDistance Source code

var float MaxTacticalRetreatDistance;

MaxUseCoverSearchDistance Source code

var float MaxUseCoverSearchDistance;

Melee01DamageType Source code

var class<DamageType> Melee01DamageType;

Melee01MaxDamage Source code

var int Melee01MaxDamage;

Melee01MomentumPerUnitDamage Source code

var int Melee01MomentumPerUnitDamage;

Melee02DamageType Source code

var class<DamageType> Melee02DamageType;

Melee02MaxDamage Source code

var int Melee02MaxDamage;

Melee02MomentumPerUnitDamage Source code

var int Melee02MomentumPerUnitDamage;

Melee03DamageType Source code

var class<DamageType> Melee03DamageType;

Melee03MaxDamage Source code

var int Melee03MaxDamage;

Melee03MomentumPerUnitDamage Source code

var int Melee03MomentumPerUnitDamage;

MeleeAccelerationChangeLimit Source code

var float MeleeAccelerationChangeLimit;

MeleeAccelRate Source code

var float MeleeAccelRate;

MeleeDamageRangeMultiplier Source code

var float MeleeDamageRangeMultiplier;

MeleeDamageXMPPawnMultiplier Source code

var float MeleeDamageXMPPawnMultiplier;

MeleeNotifyTime Source code

var float MeleeNotifyTime;

MeleeSpeed Source code

var float MeleeSpeed;

MeleeWeaponType Source code

var EWeaponAnimationType MeleeWeaponType;

MinAcquisitionDelay Source code

var float MinAcquisitionDelay;

MinAlertAcquisitionDelay Source code

var float MinAlertAcquisitionDelay;

MinCrouchDistance Source code

var float MinCrouchDistance;

MinProneDistance Source code

var float MinProneDistance;

MinReAcquisitionDelay Source code

var float MinReAcquisitionDelay;

MinReduceStanceAgainDelay Source code

var float MinReduceStanceAgainDelay;

MinStationaryDistance Source code

var float MinStationaryDistance;

MinStationaryHealth Source code

var float MinStationaryHealth;

MinStayCrouchingTime Source code

var float MinStayCrouchingTime;

MinStayProneTime Source code

var float MinStayProneTime;

OnlyLeapLowRange Source code

var float OnlyLeapLowRange;

PostAcquisitionAnimationDelay Source code

var float PostAcquisitionAnimationDelay;

PostDodgeDelay Source code

var float PostDodgeDelay;

PreferHighTrajectoryOdds Source code

var float PreferHighTrajectoryOdds;

RandomCloseDodgeOdds Source code

var float RandomCloseDodgeOdds;

RangedNotifyTime Source code

var float RangedNotifyTime;

RecoverLockOutUseCoverTime Source code

var float RecoverLockOutUseCoverTime;

RefireRate Source code

var float RefireRate;

StationaryCrouchOdds Source code

var float StationaryCrouchOdds;

StationaryProneOdds Source code

var float StationaryProneOdds;

StationaryStandOdds Source code

var float StationaryStandOdds;

StationaryStayCrouchingOdds Source code

var float StationaryStayCrouchingOdds;

StationaryStayProneOdds Source code

var float StationaryStayProneOdds;

TacticalJumpOdds Source code

var float TacticalJumpOdds;

TacticalMoveCloseOdds Source code

var float TacticalMoveCloseOdds;

TacticalMoveFallbackOdds Source code

var float TacticalMoveFallbackOdds;

TauntAnimationOdds Source code

var float TauntAnimationOdds;

AI

AttackActiveBehaviors Source code

var(AI) editconst array<BehaviorT> AttackActiveBehaviors;

AttackActiveCantReachBehaviors Source code

var(AI) editconst array<BehaviorT> AttackActiveCantReachBehaviors;

AttackActiveEnemyNotVisibleBehaviors Source code

var(AI) editconst array<BehaviorT> AttackActiveEnemyNotVisibleBehaviors;

AttackActiveMeleeBehaviors Source code

var(AI) editconst array<BehaviorT> AttackActiveMeleeBehaviors;

AttackActiveMeleeHitBehaviors Source code

var(AI) editconst array<BehaviorT> AttackActiveMeleeHitBehaviors;

AttackActiveUseCoverBehaviors Source code

var(AI) editconst array<BehaviorT> AttackActiveUseCoverBehaviors;

AttackPassiveBehaviors Source code

var(AI) editconst array<BehaviorT> AttackPassiveBehaviors;

AttackPassiveCantReachBehaviors Source code

var(AI) editconst array<BehaviorT> AttackPassiveCantReachBehaviors;

AttackPassiveEnemyNotVisibleBehaviors Source code

var(AI) editconst array<BehaviorT> AttackPassiveEnemyNotVisibleBehaviors;

AttackPassiveMeleeBehaviors Source code

var(AI) editconst array<BehaviorT> AttackPassiveMeleeBehaviors;

AttackPassiveMeleeHitBehaviors Source code

var(AI) editconst array<BehaviorT> AttackPassiveMeleeHitBehaviors;

AttackPassiveUseCoverBehaviors Source code

var(AI) editconst array<BehaviorT> AttackPassiveUseCoverBehaviors;

bForceRanges Source code

var(AI) bool bForceRanges;

bIgnoreRelativeHealth Source code

var(AI) bool bIgnoreRelativeHealth;

DefaultLookedAtCos Source code

var(AI) float DefaultLookedAtCos;

FireOffset Source code

var(AI) vector FireOffset;

RangedProjectileClass Source code

var(AI) class<Projectile> RangedProjectileClass;

RangeIdealAttack Source code

var(AI) float RangeIdealAttack;

RangeMaxAttackMobile Source code

var(AI) float RangeMaxAttackMobile;

RangeMaxAttackMobileNoLOS Source code

var(AI) float RangeMaxAttackMobileNoLOS;

RangeMaxAttackStationary Source code

var(AI) float RangeMaxAttackStationary;

RangeMaxAttackStationaryNoLOS Source code

var(AI) float RangeMaxAttackStationaryNoLOS;

RangeMinAttack Source code

var(AI) float RangeMinAttack;


Structures Detail

BehaviorT Source code

struct BehaviorT
{
var(U2PawnBasic) editconst config bool bAvoidRepeat;
var(U2PawnBasic) editconst config bool bDisabled;
var(U2PawnBasic) editconst config float EnableTime;
var(U2PawnBasic) editconst config float EntryOdds;
var(U2PawnBasic) editconst config float LowOddsTime;
var(U2PawnBasic) editconst config float Odds;
var(U2PawnBasic) editconst config name StateLabel;
var(U2PawnBasic) editconst config name StateName;
var(U2PawnBasic) editconst config float TimeMax;
var(U2PawnBasic) editconst config float TimeMin;
};



Functions Detail

FilterMeleeAttack Source code

function bool FilterMeleeAttack ( Actor TargetActor ) )

FireAtEnemy Source code

function FireAtEnemy ( ) )

GetFireOffset Source code

function vector GetFireOffset ( ) )

GetMeleeDamageRange Source code

function float GetMeleeDamageRange ( ) )

GetMeleeMomentumNormal Source code

function vector GetMeleeMomentumNormal ( Actor TargetActor ) )

GetWeaponAnimationTypeW Source code

function LicenseePawn.EWeaponAnimationType GetWeaponAnimationTypeW ( Weapon Weap ) )

HandleAcquireEnemySound Source code

function HandleAcquireEnemySound ( ) )

HandleLeapImpactSound Source code

function HandleLeapImpactSound ( ) )

HandleLeapLandSound Source code

function HandleLeapLandSound ( ) )

HandleMiscSound Source code

function HandleMiscSound ( ) )

HandleSpawnShot Source code

function Projectile HandleSpawnShot ( float ProjSpeed, bool bProjLeadTarget ) )

MeleeDamagedTarget Source code

function MeleeDamagedTarget ( ) )

MeleeDamageTarget Source code

function MeleeDamageTarget ( int Damage, int MomentumPerUnitDamage, class<DamageType> DamageType ) )

NotifyImpale Source code

function NotifyImpale ( ) )

NotifyLeapBegin Source code

function NotifyLeapBegin ( ) )

NotifyMelee01 Source code

function NotifyMelee01 ( ) )

NotifyMelee02 Source code

function NotifyMelee02 ( ) )

NotifyMelee03 Source code

function NotifyMelee03 ( ) )

NotifyMeleeBegin Source code

function NotifyMeleeBegin ( )

NotifyMeleeMotionSound Source code

function NotifyMeleeMotionSound ( ) )

NotifyStay01 Source code

function NotifyStay01 ( ) )

NotifyUnImpale Source code

function NotifyUnImpale ( ) )

PostBeginPlay Source code

event PostBeginPlay ( ) )

RestoreSightRadius Source code

function RestoreSightRadius ( ) )

SetSightRadius Source code

function SetSightRadius ( float NewSightRadius ) )

SpawnShot Source code

function SpawnShot ( ) )

UpdateAttackRanges Source code

function UpdateAttackRanges ( ) )


Defaultproperties

defaultproperties
{
     AttackActiveBehaviors(0)=(StateName=AttackClose,Odds=1.000000,TimeMin=4.000000,TimeMax=4.000000)
     AttackActiveCantReachBehaviors(0)=(StateName=AttackStationary,Odds=1.000000,TimeMin=3.000000,TimeMax=3.000000)
     AttackActiveCantReachBehaviors(1)=(StateName=AttackTacticalMove,StateLabel=DontClose,Odds=1.000000,TimeMin=2.000000,TimeMax=2.000000)
     AttackActiveEnemyNotVisibleBehaviors(0)=(StateName=AttackHunt,Odds=1.000000,TimeMin=20.000000,TimeMax=20.000000)
     AttackActiveMeleeBehaviors(0)=(StateName=AttackMelee,TimeMin=3.000000,TimeMax=3.000000)
     AttackPassiveBehaviors(0)=(StateName=AttackMoveToCoverCombat,Odds=0.400000,TimeMin=7.000000,TimeMax=7.000000)
     AttackPassiveBehaviors(1)=(StateName=AttackStationary,Odds=0.060000,TimeMin=1.000000,TimeMax=3.000000)
     AttackPassiveBehaviors(2)=(StateName=AttackFallback,Odds=0.240000,TimeMin=2.500000,TimeMax=7.000000)
     AttackPassiveCantReachBehaviors(0)=(StateName=AttackStationary,Odds=0.500000,TimeMin=1.000000)
     AttackPassiveCantReachBehaviors(1)=(StateName=AttackFallback,Odds=1.000000,TimeMin=2.000000,TimeMax=7.000000)
     AttackPassiveEnemyNotVisibleBehaviors(0)=(StateName=AttackFallback,Odds=1.000000,TimeMin=20.000000,TimeMax=20.000000)
     AttackPassiveUseCoverBehaviors(0)=(StateName=AttackStakeOutCover,TimeMin=2.000000,TimeMax=5.000000)
     AttackPassiveUseCoverBehaviors(1)=(StateName=AttackRecoverEnemy,TimeMin=2.000000,TimeMax=4.000000)
     AttackPassiveUseCoverBehaviors(2)=(StateName=AttackStationary,TimeMin=1.000000,TimeMax=4.000000)
     AttackPassiveUseCoverBehaviors(3)=(StateName=AttackFallback,TimeMin=10.000000,TimeMax=20.000000)
     AttackPassiveUseCoverBehaviors(4)=(StateName=AttackMoveToCoverCombat,TimeMin=7.000000,TimeMax=7.000000)
     AttackPassiveMeleeBehaviors(0)=(StateName=AttackMelee,TimeMin=1.000000,TimeMax=2.000000)
     AttackPassiveMeleeBehaviors(1)=(StateName=AttackFallback,TimeMin=2.000000,TimeMax=5.000000)
	AttackCantFireLockoutTime=0.500000
	AttackMeleeMinTime=2.000000
	AttackMeleeMaxTime=5.000000
	AttackUseCoverMinTime=20.000000
	AttackUseCoverMaxTime=20.000000
	AttackUseCoverLockoutTime=3.000000
	AttackUseCoverTimeOutTime=10.000000
	RecoverLockOutUseCoverTime=3.000000
	MaxFleeSearchDistance=2048.000000
	MaxUseCoverSearchDistance=2048.000000
	bCanStrafeDuringTacticalRetreat=true
	bLeadTarget=true
	bFacePredictedLocation=true
	AttackClosingCanFireOdds=1.000000
	AttackClosingReachableDistSquared=1440000.000000
	AttackStationaryCanFireOdds=1.000000
	AttackTacticalMoveCanFireOdds=1.000000
	BaseAggressiveness=0.300000
	CombatStyle=0.600000
	RefireRate=0.200000
	StationaryStandOdds=1.000000
	StationaryStayCrouchingOdds=1.000000
	StationaryStayProneOdds=1.000000
	MinStayCrouchingTime=2.000000
	MinStayProneTime=3.000000
	MinReduceStanceAgainDelay=5.000000
	BounceProjectileOdds=1.000000
	BounceLifespan=2.000000
	MaxStationaryFiringDelay=0.250000
	MinAcquisitionDelay=1.000000
	MinAlertAcquisitionDelay=0.250000
	MinReAcquisitionDelay=0.500000
	bLeapRequiresLOS=true
	LeapHighPredictOdds=1.000000
	LeapLowPredictOdds=1.000000
	LeapMaxOdds=1.000000
	LeapDelayFailure=2.000000
	LeapDelayPreJump=0.250000
	LeapDelaySuccess=5.000000
	LeapNotifyTime=0.250000
	bJumpDodges=true
	PostDodgeDelay=0.250000
	DodgeTime=-0.655000
	DodgeDistance=300.000000
	JumpyOdds=0.330000
	bHasMovingRangedAttack=true
	MaxTacticalRetreatDistance=256.000000
	TacticalMoveCloseOdds=0.750000
	RangeMaxAttackMobile=65535.000000
	RangeMaxAttackMobileNoLOS=65535.000000
	RangeMaxAttackStationary=65535.000000
	RangeMaxAttackStationaryNoLOS=65535.000000
	FireCheckRate=1.000000
	FireFastDuration=1.000000
	FireFastPauseTime=1.000000
	FireSlowPauseTime=1.000000
	FireCheckFailedRate=0.500000
	Melee01MaxDamage=30
	Melee02MaxDamage=30
	Melee03MaxDamage=30
	Melee01MomentumPerUnitDamage=2500
	Melee02MomentumPerUnitDamage=2500
	Melee03MomentumPerUnitDamage=2500
	Melee01DamageType=Class'U2.DamageTypePhysical'
	Melee02DamageType=Class'U2.DamageTypePhysical'
	Melee03DamageType=Class'U2.DamageTypePhysical'
	MeleeDamageRangeMultiplier=1.400000
	MeleeAccelerationChangeLimit=-1.000000
	MinStationaryDistance=256.000000
	MinCrouchDistance=256.000000
	MinProneDistance=1024.000000
	MinStationaryHealth=30.000000
	MaxHuntFireAtLastSeenTime=3.000000
	WanderSpeedMax=1.500000
	WanderViewBlockedTurnOdds=0.500000
	bSentient=true
	bCanKnockDown=true
	MinKnockDownMomentumThreshold=200.000000
	bAmbientCreature=false
	ControllerClass=Class'U2AI.U2NPCControllerBasic'
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleSideBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleSideBars"
}

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Creation time: sk 3-1-2016 10:48:35.085 - Created with UnCodeX