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U2AIOld.U2NPCControllerAdvancedOld

Extends
U2NPCControllerBaseOld

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller
      |   
      +-- Engine.LicenseeController
         |   
         +-- Engine.AIController
            |   
            +-- U2.U2NPCController
               |   
               +-- U2AI.U2NPCControllerScriptable
                  |   
                  +-- U2AI.U2NPCControllerShared
                     |   
                     +-- U2AIOld.U2NPCControllerBaseOld
                        |   
                        +-- U2AIOld.U2NPCControllerAdvancedOld

Direct Known Subclasses:

U2NPCControllerBotOld

Constants Summary
CheckCurrentWeaponTimerName='CheckCurrentWeaponTimer'
MaxCheckReloadDelay=10.0
ReloadSkillDumb=0.00
ReloadSkillSmart=0.75
SelectBestWeaponTimerName='SelectBestWeaponTimer'
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

Variables Summary
floatLastWeaponSwitchTime
floatNextCheckReloadTime
floatRateBestWeaponChecks
floatRateBestWeaponChecksEnemy
floatRateCurrentWeaponChecks
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

Enumerations Summary
Inherited Enumerations from U2AI.U2NPCControllerShared
EDestinationResult, EMoveType

Structures Summary
Inherited Structures from U2AI.U2NPCControllerShared
TDistanceInfo

Functions Summary
function AddWeaponTimers ()))
@WanderingState
functionbool AllowPickupWeaponSwitch (Weapon Self, float CurrentRating, float PendingRating ))
@WanderingState
functionbool AmmoReadyForAction (U2Weapon U2W ))
@WanderingState
event BeginState ()))
@RoamingState
functionbool CanFire (bool bTest ))
@WanderingState
functionbool CanRespawn ()))
@WanderingState
function CheckCurrentAmmo ()))
@WanderingState
function CheckCurrentWeapon ()
@FrozenState
function CheckCurrentWeapon ()))
@WanderingState
function CheckCurrentWeaponTimer ()))
@WanderingState
event Destroyed ()))
@WanderingState
function FireAt (Actor A ))
@WanderingState
function FireShot (byte bUseAltMode ))
@WanderingState
functionfloat GetAttackStyle (Actor TargetActor ))
@WanderingState
functionfloat GetCurrentFireRate ()))
@WanderingState
functionfloat GetSpecifiedFireRate (bool bPrimary ))
@WanderingState
function HearPickup (Pawn Other ))
@RoamingState
function MaybeHandleSpecialDestination ()))
@RoamingState
function ModifyPickupMoveTarget ()))
@RoamingState
functionbool NonRangedFireCheck ()))
@FrozenState
functionbool PickFarInventoryDestination ()))
@RoamingState
event PostBeginPlay ()))
@WanderingState
functionbool ReadyForAction ()))
@WanderingState
function RefreshWeapon (name WeaponName ))
@WanderingState
function SelectBestWeapon ()
@FrozenState
function SelectBestWeapon ()))
@WanderingState
function SelectBestWeaponTimer ()))
@WanderingState
functionbool SetOrders (optional name NewOrders, optional Actor NewOrdersObject, optional float NewOrdersThreshold, optional Object NewOrderGiver, optional bool bAcknowledge ))
@WanderingState
function SetPeripheralVision ()))
@WanderingState
function ShareWith (Pawn Other ))
@RoamingState
functionbool ShouldFireWeapon (float Rating, bool bUseAltMode ))
@WanderingState
functionbool ShouldRecamp ()))
@RoamingState
functionbool ShouldSwitchToBestWeapon (float Rating, bool bUseAltMode ))
@WanderingState
functionbool SupportsWeapon (Weapon W, array WeaponsList ))
@WanderingState
functionbool SupportsWeaponAltFire (Weapon W ))
@WanderingState
functionbool SupportsWeaponFire (Weapon W ))
@WanderingState
functionbool SwitchToBestWeapon (optional out float Rating, optional out byte bUseAltMode ))
@WanderingState
functionbool 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

States Summary
@FrozenState Source code
state @FrozenState
CheckCurrentWeapon, NonRangedFireCheck, SelectBestWeapon
@RoamingState Source code
state @RoamingState
BeginState, HearPickup, MaybeHandleSpecialDestination, ModifyPickupMoveTarget, PickFarInventoryDestination, ShareWith, ShouldRecamp
@WanderingState Source code
state @WanderingState
SetOrders


Constants Detail

CheckCurrentWeaponTimerName Source code

const CheckCurrentWeaponTimerName = 'CheckCurrentWeaponTimer';

MaxCheckReloadDelay Source code

const MaxCheckReloadDelay = 10.0;

ReloadSkillDumb Source code

const ReloadSkillDumb = 0.00;

ReloadSkillSmart Source code

const ReloadSkillSmart = 0.75;

SelectBestWeaponTimerName Source code

const SelectBestWeaponTimerName = 'SelectBestWeaponTimer';


Variables Detail

LastWeaponSwitchTime Source code

var float LastWeaponSwitchTime;

NextCheckReloadTime Source code

var float NextCheckReloadTime;

RateBestWeaponChecks Source code

var float RateBestWeaponChecks;

RateBestWeaponChecksEnemy Source code

var float RateBestWeaponChecksEnemy;

RateCurrentWeaponChecks Source code

var float RateCurrentWeaponChecks;


Functions Detail

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

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