U2AIOld.U2NPCControllerAdvancedOld
- Extends
- U2NPCControllerBaseOld
Core.Object
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+-- Engine.Actor
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+-- Engine.Controller
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+-- Engine.LicenseeController
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+-- Engine.AIController
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+-- U2.U2NPCController
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+-- U2AI.U2NPCControllerScriptable
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+-- U2AI.U2NPCControllerShared
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+-- U2AIOld.U2NPCControllerBaseOld
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+-- U2AIOld.U2NPCControllerAdvancedOld
Direct Known Subclasses:
U2NPCControllerBotOld
Inherited Contants from U2AIOld.U2NPCControllerBaseOld |
AttackingState, ContinueWanderLabel, FallingState, FallLongLabel, FallSpecialLabel, FireWhileFallingLabel, HoldReachedDistance2D, HoldReachedDistanceSquared2D, LandedLabel, MinMoveSpeedMultiplier, NonRangedFireTimerName, PausingLabel, PlayOutLabel, SplashLabel, TakeHitLabel, TakeHitState |
Inherited Contants from U2AI.U2NPCControllerShared |
AcquisitionState, AdjustFromWallLabel, AdjustPositionAgainLabel, AdjustPositionLabel, AdjustRotationLabel, AttackCloseChargeState, AttackCloseState, AttackDoneLabel, AttackFallbackState, AttackHideState, AttackHuntState, AttackLeapState, AttackMeleeState, AttackMoveToCoverBaseState, AttackMoveToCoverCombatState, AttackMoveToCoverFleeState, AttackOngoingLabel, AttackRecoverEnemyState, AttackRetreatState, AttackStakeOutCoverState, AttackStakeOutState, AttackStationaryState, AttackTacticalMoveMeleeState, AttackTacticalMoveState, AttackTacticalRetreatMeleeState, AttackTacticalRetreatState, AttackTauntState, AutoEndLabel, CampAgainLabel, CampLabel, CampLongLabel, CantReachLabel, ChallengeLabel, CloseLabel, CoweringState, DeadlockedState, DefaultIsCloseToDynamicGoalDistance, DelayLabel, DialogBeginLabel, DialogEndLabel, DialogFocusRestoreLabel, DialogFocusSetLabel, DialogPauseLabel, DialogUnPauseLabel, DodgeFinishedLabel, DodgingState, DodgingWithAttackState, DoneLabel, DontCloseLabel, DuckingLabel, EnemyKilledState, ErrorLabel, FaceTargetLabel, FindAirState, FireLabel, FrozenState, GiveUpLabel, GiveWayLabel, HandleInvalidLandingState, HoldingState, HoldState, HuntLabel, IdleLabel, ImpalingState, INCOMINGCOLLISIONFUDGE, KnockDownState, LandLabel, MaxDistanceActors, MaxNoLOSFollowDistance, MaxRadiusEnemiesDistance, MinFollowDistance, MinGoalDistance, MoveActiveLabel, MoveActiveStrafeLabel, MoveCheckLabel, MoveDoneLabel, MoveFailedLabel, MoveFallingLabel, MoveNoDestLabel, MovePickDestLabel, MovePickDestLoopLabel, MoveSpecialLabel, MoveTestLabel, MoveToGoalBaseState, MoveToGoalNoEnemyState, MoveToGoalWithEnemyState, NeedToTurnAngleCos, NeedToTurnDialogAngleCos, PauseLabel, PostBeginLabel, PreBeginLabel, ReachedDestinationLabel, ReadyToAttackLabel, RecoverEnemyLabel, ResumePatrolLabel, RoamingState, ShootDecorationLabel, StanceChangeDelayLabel, StartLeapLabel, StartupDelayLabel, TacticalTickLabel, TestMoveState, TrackFocusLabel, TryAgainLabel, TurnLabel, UnuseEvent, UsingState, VictoryDanceState, WaitingForStartLabel, WanderingPanicState, WanderingState, WavingLabel |
Inherited Variables from U2AIOld.U2NPCControllerBaseOld |
Aggressiveness, AmbushSpot, AttackNonRangedCheckRate, AttackNonRangedFailedRate, AttackReadyToAttackOdds, AttackStationaryStopTime, bBigJump, bCamping, bCampOnlyOnce, bChangeDir, bClearShot, bDeviousHunting, bFireFalling, bFiringPaused, bFrustrated, bGathering, bGoosedTimer, bInitLifeMessage, bIsPaused, bKamikaze, bLeading, BlockedPath, bMustHunt, bNoShootDecor, bReadyToAttack, bSniping, bStationary, bStayFreelance, bStrafeDir, bTriedLastDetectedLocation, bWantsToCamp, CampTime, DefaultMeleeAttackState, HidingSpot, LastAttractCheck, LastCampCheck, LastInvFind, LastPainAnim, MaxHuntTime, MaxMoveToActorAttemptsRoaming, NextLabel, NextState, OldControllerEnemy, OldMoveTarget, OrderGiver, Orders, OrdersObject, RealLastDetectedLocation, RefireDelay, RoamTarget, TimeBetweenAttacks |
Inherited Variables from U2AI.U2NPCControllerShared |
bDialogSetFocus, bFaceSpecialGoal, bLastAimLocationHitFriendly, BlockedByCoverHitOdds, bTargetObscured, CloseEnoughDistance, DefaultRotationThreshold, DefaultState, DialogFocus, DodgeEnableTime, GetCloserThreshold, GMoveType, Hits, LastAcquireTime, MaxAcquireMissMultiplier, MaxAcquirePitchError, MaxAffectedByAcquisitionTime, MaxAffectedByHitTime, MaxAlwaysLeadDistance, MaxHitMissMultiplier, MaxHitPitchError, MaxMoveRecoverAttempts, MaxMoveToActorAttempts, MaxMoveToPointAttempts, MaxTeleportRangeMinZError, MaxTeleportRangeMoveError, MaxTeleportRangeStuckError, MinAcquirePitchError, MinHitPitchError, MinLastRenderedTeleportDelay, MinTeleportRangeMinZError, MinTeleportRangeMoveError, MinTeleportRangeStuckError, Misses, NumMoveAttempts, NumMoveRecoverAttempts, OldFocalPoint, OldFocus, OldMoveLocation, ReduceStanceAgainTime, ScriptedRotationThreshold, SpecialGoal, SpecialGoalDistance, StopFiringAtEnemyTime, TemporaryGoalDistance, TestMoveSpeed, TestMoveTarget, TestTacticalMoveType, TryToHitBaseSpeed, TryToHitBaseSpeedOdds, TryToHitInstantBaseDistance, TryToHitInstantBaseOddsMax, TryToHitInstantBaseOddsMin, TryToHitInstantMaxHitDistance, TryToHitInstantMinMissDistance, TryToHitProjectileBaseDistance, TryToHitProjectileBaseOddsMax, TryToHitProjectileBaseOddsMin, TryToHitProjectileMaxHitDistance, TryToHitProjectileMinMissDistance, TryToHitTossedBaseDistance, TryToHitTossedBaseOddsMax, TryToHitTossedBaseOddsMin, TryToHitTossedMaxHitDistance, TryToHitTossedMinMissDistance, U2PAdvanced, U2PBase, U2PBasic, WanderDirectionExternal |
Functions Summary |
| | AddWeaponTimers ())) @WanderingState |
| bool | AllowPickupWeaponSwitch (Weapon Self, float CurrentRating, float PendingRating )) @WanderingState |
| bool | AmmoReadyForAction (U2Weapon U2W )) @WanderingState |
| | BeginState ())) @RoamingState |
| bool | CanFire (bool bTest )) @WanderingState |
| bool | CanRespawn ())) @WanderingState |
| | CheckCurrentAmmo ())) @WanderingState |
| | CheckCurrentWeapon () @FrozenState |
| | CheckCurrentWeapon ())) @WanderingState |
| | CheckCurrentWeaponTimer ())) @WanderingState |
| | Destroyed ())) @WanderingState |
| | FireAt (Actor A )) @WanderingState |
| | FireShot (byte bUseAltMode )) @WanderingState |
| float | GetAttackStyle (Actor TargetActor )) @WanderingState |
| float | GetCurrentFireRate ())) @WanderingState |
| float | GetSpecifiedFireRate (bool bPrimary )) @WanderingState |
| | HearPickup (Pawn Other )) @RoamingState |
| | MaybeHandleSpecialDestination ())) @RoamingState |
| | ModifyPickupMoveTarget ())) @RoamingState |
| bool | NonRangedFireCheck ())) @FrozenState |
| bool | PickFarInventoryDestination ())) @RoamingState |
| | PostBeginPlay ())) @WanderingState |
| bool | ReadyForAction ())) @WanderingState |
| | RefreshWeapon (name WeaponName )) @WanderingState |
| | SelectBestWeapon () @FrozenState |
| | SelectBestWeapon ())) @WanderingState |
| | SelectBestWeaponTimer ())) @WanderingState |
| bool | SetOrders (optional name NewOrders, optional Actor NewOrdersObject, optional float NewOrdersThreshold, optional Object NewOrderGiver, optional bool bAcknowledge )) @WanderingState |
| | SetPeripheralVision ())) @WanderingState |
| | ShareWith (Pawn Other )) @RoamingState |
| bool | ShouldFireWeapon (float Rating, bool bUseAltMode )) @WanderingState |
| bool | ShouldRecamp ())) @RoamingState |
| bool | ShouldSwitchToBestWeapon (float Rating, bool bUseAltMode )) @WanderingState |
| bool | SupportsWeapon (Weapon W, array WeaponsList )) @WanderingState |
| bool | SupportsWeaponAltFire (Weapon W )) @WanderingState |
| bool | SupportsWeaponFire (Weapon W )) @WanderingState |
| bool | SwitchToBestWeapon (optional out float Rating, optional out byte bUseAltMode )) @WanderingState |
| bool | UseTacticalJumps ())) @WanderingState |
Inherited Functions from U2AIOld.U2NPCControllerBaseOld |
AdjustAim, AdjustJump, AllowFriendlyBumpStateChanges, AmbushClearOtherSpots, AmbushFindSpot, AmbushPickSpot, AnimEnd, AssignHoldSpot, BeginState, BigJump, CanFire, CanMeleeAttack, CanPredict, CanStakeOut, ChangeDestination, ChangedWeapon, CheckAttackStatus, ChooseAttackMode, ClearAttack, ClearHoldSpots, ClearReferencesTo, ClearShot, CombatMove, ContinueAttackStationary, ContinueStakeOut, DamageAttitudeTo, DeferTo, Destroyed, DetermineOrdersTransition, DialogEnd, DialogPause, DialogSetFocus, DialogUnPause, DoRangedAttack, EnableProbeEvent, EndState, EnemyAcquired, eventAutoBegin, eventBumpAll, eventBumpEnemy, eventBumpFriend, eventEnemyNotVisible, eventHearNoiseThreat, eventSeeEnemy, eventTakeDamage, eventTookDamage, ExecuteDodge, FearThisSpot, FindNewJumpDest, FindSpecialAttraction, FindViewSpot, FinishedRotation, FireAt, FireShot, FriendlyBumpSpecial, GameRelatedKilled, GetAttackStyle, GetCurrentFireRate, GetMoveSpeed, GetMoveTargetFollow, GetOrderGiver, GetOrders, GetOrdersObject, GetPredictedChargeLocation, GetReactionToEnemy, GetRealOrders, GetShouldUseDeviousTactics, GetSpecifiedFireRate, GetTacticalMoveType, GetTarget, GiveUpTactical, HandleBumpedByEnemy, HandleDecorationStuff, HandleDestinationReached, HandleEnemyKilledSafe, HandleEnemyKilledUnSafe, HandleOrdersAttack, HandleOrdersDefend, HandleOrdersFollow, HandleOrdersHold, HandleOrdersNone, HandleTakeHit, IsDialogPaused, IsFiring, IsFrozen, IsMeleeAttacking, IsMobile, IsPreparedToFire, IsPreparedToMelee, IsRepeatFire, IsStationary, KeepAttacking, LandedHardDone, LongFall, MaybeClearHuntingEnemy, MaybeFire, MaybeSetEnemy, MaybeStopFiring, MayFall, ModifyMoveTarget, NonRangedFireCheck, NonRangedFireTimer, NotifyHeadVolumeChange, NotifyHitWall, NotifyKilled, NotifyLanded, NotifyPhysicsVolumeChange, NotifyTakeHit, NotifyUnuse, OKToHit, PawnIsInPain, PickDestination, PickFarInventoryDestination, PickHuntDestination, PickLocalInventoryDestination, PickNextSpot, PickOrdersDestination, PickRegDestination, PickSpecialDestination, Possess, PreparedToHunt, PriorityObjective, RandomizeStakeOutDir, ReachedHome, ReadyForAction, ReadyForOrders, ReduceThreat, ResetAttackTimer, ResetGlobalAISettings, Restart, RestoreRealOrders, SendMessageAcknowledgeOrders, SendMessageInPosition, SendMessageNearPoint, SetDefense, SetFall, SetMoveTarget, SetOrders, SetOrdersObject, SetRealOrders, SetRoamTarget, SetSpecialGoal, SetStationary, SharedTimerEvent, ShotFiredNotification, ShouldDeferTo, ShouldDestroyNPC, ShouldGiveUpHunting, ShouldRecamp, ShouldTransitionToMeleeAttack, SpecialAttackTransition, SpecialFire, StateTransition, StrafeFromDamage, TestCanJump, TestDirection, TookDamageBase, TryStrafe, TryToDodge, TryToHit, TurnToActor, UnuseActor, UpdateEnemy, UpdateOrders, UseActor, UseTacticalJumps, VerifyStateChange, WanderAfterFriendlyBumpExtra |
Inherited Functions from U2AI.U2NPCControllerShared |
AddedHumanThreat, AdjustAim, AllowFriendlyBumpStateChanges, AnnoyedAt, AssessThreat, CanDodge, CanRespawn, CheckEnemyDistance, CheckMaxAttackRanges, CheckNavigationFrom, CheckTargetInAttackRange, ClearHoldSpot, ClearHoldSpots, ClearMoveAttempts, CompareThreat, DialogAllowed, DialogBegin, DialogInitiate, DialogTerminate, EnemyAcquired, eventBumpAll, eventBumpEnemy, eventBumpFriend, eventBumpOther, eventHearNoiseFriendly, eventHearNoiseOther, eventHearNoiseThreat, eventInheritEnemy, eventSeeAlertFriend, eventSeeEnemy, eventSeeFriend, eventSeeOther, ExecuteDodge, FaceTarget, FearThisSpot, FindBestPathToward, FindLocalEnemy, FindNewStakeOutDir, ForceNavigationError, FriendlyBumpSpecial, GetAttackRating, GetBounceLifespan, GetDamageRadius, GetDirectionalPatrol, GetFaceSpecialGoal, GetFireOffset, GetFireRating, GetHoldSpot, GetInstantProjectileAim, GetLastSeenAimLocation, GetLookedAtCos, GetMissVector, GetMoveSpeed, GetMoveTargetFollow, GetNearbyPathNodes, GetNearbyPathNodesRelativeTo, GetPathTo, GetPathToActor, GetSlowProjectileAim, GetSpecialGoal, GetSpecialGoalDistance, GetSplashLocation, GetTargetLocation, GetTimeOutTolerance, GetTossedAim, HandleBumpedByEnemy, HandleDestinationReached, HandleEnemyNoise, HandleFriendlyBumps, HandleIncoming, HandleSetMoveTargetError, HearNoise, IgnoreTargetRange, ImpalePawn, IsCloseToDynamicGoal, IsUsable, LockAnimationController, MaybeAcquireEnemy, MaybeAlertOthers, MaybeAvoidFriendlyBump, MaybeInheritEnemy, MaybeSetEnemy, MoveAgain, NeedToTurn, NotifyBump, NotifyMeleeDamagedEnemy, NotifyPhysicsVolumeChange, NotifyUnuse, OnUnuse, OnUse, Possess, PreBeginPlay, RandomizeStakeOutDir, ReactToAlertFriend, ReactToFriend, RecoverFromMinZError, RecoverFromNavigationError, RecoverFromStuckError, ReduceThreat, RelativeStrength, RestoreAlertness, RestoreStance, SelectInventorySpotDestination, SelectStance, SetAlertness, SetDirectionalPatrol, SetFall, SetFrozen, SetMoveTarget, SetPeripheralVision, SetScriptedFocus, SetScriptedIdleAnims, SetSharedTimer, SetSpecialGoal, SetTestMoveTarget, SharedTimerEvent, ShotFiredNotification, ShouldBounceProjectile, ShouldClearSpecialColliders, ShouldTryToLead, Shutdown, SplashDamageAttack, StopFiringAtEnemy, StrafeFromDamage, TeleportedPawn, TeleportPawn, TestAimLocation, TestMissLocation, Timer, TryToDodge, TryToHit, UnderLift, UnImpalePawn, UnlockAnimationController, Unuse, UnuseActor, UpdateAcceleration, UpdateStance, UseActor, VerifyJumpDodgeVector, VerifyMobility, VerifyRollDodgeVector, ViewObstructed, WanderAfterFriendlyBumpExtra |
CheckCurrentWeaponTimerName Source code
const CheckCurrentWeaponTimerName = 'CheckCurrentWeaponTimer';
const MaxCheckReloadDelay = 10.0;
const ReloadSkillDumb = 0.00;
const ReloadSkillSmart = 0.75;
SelectBestWeaponTimerName Source code
const SelectBestWeaponTimerName = 'SelectBestWeaponTimer';
var float LastWeaponSwitchTime;
var float NextCheckReloadTime;
var float RateBestWeaponChecks;
RateBestWeaponChecksEnemy Source code
var float RateBestWeaponChecksEnemy;
RateCurrentWeaponChecks Source code
var float RateCurrentWeaponChecks;
AddWeaponTimers @WanderingState Source code
function AddWeaponTimers ( ) )
AllowPickupWeaponSwitch @WanderingState Source code
function bool AllowPickupWeaponSwitch (
Weapon Self,
float CurrentRating,
float PendingRating ) )
AmmoReadyForAction @WanderingState Source code
function bool AmmoReadyForAction (
U2Weapon U2W ) )
BeginState @RoamingState Source code
event BeginState ( ) )
CanFire @WanderingState Source code
function bool CanFire ( bool bTest ) )
CanRespawn @WanderingState Source code
function bool CanRespawn ( ) )
CheckCurrentAmmo @WanderingState Source code
function CheckCurrentAmmo ( ) )
CheckCurrentWeapon @FrozenState Source code
function CheckCurrentWeapon ( )
CheckCurrentWeapon @WanderingState Source code
function CheckCurrentWeapon ( ) )
CheckCurrentWeaponTimer @WanderingState Source code
final function CheckCurrentWeaponTimer ( ) )
Destroyed @WanderingState Source code
event Destroyed ( ) )
FireAt @WanderingState Source code
function FireAt (
Actor A ) )
FireShot @WanderingState Source code
function FireShot ( byte bUseAltMode ) )
GetAttackStyle @WanderingState Source code
function float GetAttackStyle (
Actor TargetActor ) )
GetCurrentFireRate @WanderingState Source code
function float GetCurrentFireRate ( ) )
GetSpecifiedFireRate @WanderingState Source code
function float GetSpecifiedFireRate ( bool bPrimary ) )
HearPickup @RoamingState Source code
function HearPickup (
Pawn Other ) )
MaybeHandleSpecialDestination @RoamingState Source code
function MaybeHandleSpecialDestination ( ) )
ModifyPickupMoveTarget @RoamingState Source code
function ModifyPickupMoveTarget ( ) )
NonRangedFireCheck @FrozenState Source code
function bool NonRangedFireCheck ( ) )
PickFarInventoryDestination @RoamingState Source code
function bool PickFarInventoryDestination ( ) )
PostBeginPlay @WanderingState Source code
event PostBeginPlay ( ) )
ReadyForAction @WanderingState Source code
function bool ReadyForAction ( ) )
RefreshWeapon @WanderingState Source code
function RefreshWeapon ( name WeaponName ) )
SelectBestWeapon @FrozenState Source code
function SelectBestWeapon ( )
SelectBestWeapon @WanderingState Source code
function SelectBestWeapon ( ) )
SelectBestWeaponTimer @WanderingState Source code
final function SelectBestWeaponTimer ( ) )
SetOrders @WanderingState Source code
function bool SetOrders ( optional
name NewOrders, optional
Actor NewOrdersObject, optional
float NewOrdersThreshold, optional
Object NewOrderGiver, optional
bool bAcknowledge ) )
SetPeripheralVision @WanderingState Source code
function SetPeripheralVision ( ) )
ShareWith @RoamingState Source code
function ShareWith (
Pawn Other ) )
ShouldFireWeapon @WanderingState Source code
function bool ShouldFireWeapon ( float Rating, bool bUseAltMode ) )
ShouldRecamp @RoamingState Source code
function bool ShouldRecamp ( ) )
ShouldSwitchToBestWeapon @WanderingState Source code
function bool ShouldSwitchToBestWeapon ( float Rating, bool bUseAltMode ) )
SupportsWeapon @WanderingState Source code
local
bool bWasFiring ; bWasFiring =(bFire!=
0||bAltFire!=
0) ; bFire =
0 ; bAltFire =
0 ; if(
Pawn!=None&&
Pawn.
Weapon!=None&&bWasFiring)
Pawn.
Weapon.Tick(
0.001) ; ResetAttackTimer(
SuggestedFireAgainDelay) ; }
function bool SupportsWeapon (
Weapon W, array<
name>
WeaponsList ) )
SupportsWeaponAltFire @WanderingState Source code
function bool SupportsWeaponAltFire (
Weapon W ) )
SupportsWeaponFire @WanderingState Source code
function bool SupportsWeaponFire (
Weapon W ) )
SwitchToBestWeapon @WanderingState Source code
exec function bool SwitchToBestWeapon ( optional out float Rating, optional out byte bUseAltMode ) )
UseTacticalJumps @WanderingState Source code
function bool UseTacticalJumps ( ) )
defaultproperties
{
RateCurrentWeaponChecks=2.000000
RateBestWeaponChecks=5.000000
RateBestWeaponChecksEnemy=2.000000
DefaultMeleeAttackState='AttackStationary'
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 10:48:34.765 - Created with
UnCodeX