U2AIOld.U2NPCControllerBaseOld
- Extends
- U2NPCControllerShared
- Modifiers
- config ( User )
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
Direct Known Subclasses:
AtlantisControllerOld, U2NPCControllerAdvancedOld
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 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 |
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 |
| bool | AdjustAim (class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash )) @AttackStakeOutState |
| bool | AdjustAim (class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash )) @ScriptedState |
| | AdjustJump ())) @FallingState |
| bool | AllowFriendlyBumpStateChanges ())) @ScriptedState |
| | AmbushClearOtherSpots ()))
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| bool | AmbushFindSpot ()))
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| | AmbushPickSpot ()))
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| | AnimEnd (int Channel )) @ScriptedState |
| bool | AssignHoldSpot (Actor LocationActor ))
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| | BeginState ())) @AcquisitionState |
| | BeginState ())) @AttackHuntState |
| | BeginState ())) @AttackingState |
| | BeginState ())) @AttackStakeOutState |
| | BeginState ())) @AttackStationaryState |
| | BeginState ())) @AttackTacticalMoveState |
| | BeginState ())) @DeadState |
| | BeginState ())) @EnemyKilledState |
| | BeginState ())) @FallingState |
| | BeginState ())) @FindAirState |
| | BeginState ())) @FrozenState |
| | BeginState ())) @HoldingState |
| | BeginState ())) @LandedHardState |
| | BeginState ())) @RoamingState |
| | BeginState ())) @ScriptedDialogState |
| | BeginState ())) @ScriptedState |
| | BeginState ())) @TakeHitState |
| | BeginState ())) @WanderingState |
| | BigJump (Actor JumpDest ))
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| bool | CanFire (bool bTest ))
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| bool | CanFire (bool bTest )) @FrozenState |
| bool | CanMeleeAttack ()))
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| bool | CanPredict (Actor TargetActor )) @AttackCloseState |
| bool | CanStakeOut ()))
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| | ChangeDestination ())) @AttackRetreatState |
| | ChangedWeapon ()))
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| | CheckAttackStatus ())) @AttackStationaryState |
| | ChooseAttackMode ())) @AttackingState |
| | ClearAttack ()))
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| | ClearHoldSpots ()))
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| | ClearReferencesTo (Pawn P ))
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| bool | ClearShot ())) @AttackStakeOutState |
| | CombatMove ()))
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| bool | ContinueAttackStationary ())) @AttackStationaryState |
| bool | ContinueStakeOut ())) @AttackStakeOutState |
| | DamageAttitudeTo (Pawn Other, float Damage, class DamageType ))
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| | DamageAttitudeTo (Pawn Other, float Damage, class DamageType )) @AttackCloseState |
| | DamageAttitudeTo (Pawn Other, float Damage, class DamageType )) @AttackHuntState |
| | DamageAttitudeTo (Pawn Other, float Damage, class DamageType )) @AttackStakeOutState |
| | DamageAttitudeTo (Pawn Other, float Damage, class DamageType )) @AttackStationaryState |
| | DamageAttitudeTo (Pawn Other, float Damage, class DamageType )) @AttackTacticalMoveState |
| | DamageAttitudeTo (Pawn Other, float Damage, class DamageType )) @FallingState |
| | DamageAttitudeTo (Pawn Other, float Damage, class DamageType )) @FrozenState |
| | DamageAttitudeTo (Pawn Other, float Damage, class DamageType )) @MoveToGoalWithEnemyState |
| bool | DeferTo (Controller Other ))
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| bool | DeferTo (Controller Other )) @WanderingState |
| | Destroyed ()))
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| bool | DetermineOrdersTransition (out name DestinationState, out name DestinationLabel ))
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| | DialogEnd ())) @ScriptedDialogState |
| | DialogPause ())) @ScriptedDialogState |
| | DialogSetFocus (Actor FocusActor )) @ScriptedDialogState |
| | DialogUnPause ())) @ScriptedDialogState |
| | DoRangedAttack ()))
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| | DoRangedAttack ())) @AttackStationaryState |
| | EnableProbeEvent (name EventName, bool bVal )) @ScriptedState |
| | EndState ())) @AcquisitionState |
| | EndState ())) @AttackCloseState |
| | EndState ())) @AttackHuntState |
| | EndState ())) @AttackStakeOutState |
| | EndState ())) @AttackStationaryState |
| | EndState ())) @AttackTacticalMoveState |
| | EndState ())) @EnemyKilledState |
| | EndState ())) @FallingState |
| | EndState ())) @FindAirState |
| | EndState ())) @HoldingState |
| | EndState ())) @RoamingState |
| | EndState ())) @ScriptedDialogState |
| | EndState ())) @ScriptedState |
| | EndState ())) @UsingState |
| | EndState ())) @VictoryDanceState |
| | EndState ())) @WanderingState |
| | EnemyAcquired ()))
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| | EnemyAcquired ())) @FallingState |
| | EnemyAcquired ())) @HoldingState |
| | EnemyAcquired ())) @ScriptedDialogState |
| | EnemyAcquired ())) @ScriptedState |
| | eventAutoBegin (name DestinationState, name DestinationLabel )) @ScriptedState |
| | eventBumpAll (Actor Other )) @ScriptedState |
| | eventBumpEnemy (Pawn Other )) @AcquisitionState |
| | eventBumpEnemy (Pawn Other )) @AttackFallbackState |
| | eventBumpEnemy (Pawn Other )) @AttackHuntState |
| | eventBumpEnemy (Pawn Other )) @AttackRetreatState |
| | eventBumpEnemy (Pawn Other )) @FrozenState |
| | eventBumpFriend (Pawn Other ))
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| | eventEnemyNotVisible ())) @AttackCloseState |
| | eventEnemyNotVisible ())) @AttackFallbackState |
| | eventEnemyNotVisible ())) @AttackingState |
| | eventEnemyNotVisible ())) @AttackStationaryState |
| | eventEnemyNotVisible ())) @AttackTacticalMoveState |
| | eventEnemyNotVisible ())) @FallingState |
| | eventEnemyNotVisible ())) @FindAirState |
| | eventHearNoiseThreat (float Loudness, Actor NoiseMaker )) @AcquisitionState |
| | eventHearNoiseThreat (float Loudness, Actor NoiseMaker )) @AttackFallbackState |
| | eventHearNoiseThreat (float Loudness, Actor NoiseMaker )) @AttackHuntState |
| | eventHearNoiseThreat (float Loudness, Actor NoiseMaker )) @AttackRetreatState |
| | eventHearNoiseThreat (float Loudness, Actor NoiseMaker )) @AttackStakeOutState |
| | eventSeeEnemy (Pawn Seen )) @AcquisitionState |
| | eventSeeEnemy (Pawn Seen )) @AttackFallbackState |
| | eventSeeEnemy (Pawn Seen )) @AttackRetreatState |
| | eventSeeEnemy (Pawn Seen )) @FallingState |
| | eventTakeDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
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| | eventTakeDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType )) @FrozenState |
| | eventTookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
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| | eventTookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType )) @FrozenState |
| | eventTookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType )) @ScriptedDialogState |
| | eventTookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType )) @ScriptedState |
| | ExecuteDodge (bool bLeft, vector DodgeDestination ))
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| | FearThisSpot (Actor aSpot )) @AttackCloseState |
| | FearThisSpot (Actor aSpot )) @AttackHuntState |
| | FearThisSpot (Actor aSpot )) @AttackTacticalMoveState |
| | FearThisSpot (Actor aSpot )) @HoldState |
| | FearThisSpot (Actor aSpot )) @RoamingState |
| | FearThisSpot (Actor aSpot )) @WanderingState |
| | FindNewJumpDest ())) @FallingState |
| bool | FindSpecialAttraction ()))
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| bool | FindViewSpot ())) @AttackHuntState |
| | FinishedRotation ())) @ScriptedState |
| | FireAt (Actor A ))
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| | FireShot (byte bUseAltMode)
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| bool | FriendlyBumpSpecial ()))
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| | GameRelatedKilled (Controller Killer, Controller Killed, Pawn KilledPawn, class<DamageType> DamageType)
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| float | GetAttackStyle (Actor TargetActor ))
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| float | GetCurrentFireRate ()))
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| float | GetMoveSpeed (optional vector TargetLocation )) @ScriptedState |
| EMoveType | GetMoveTargetFollow (Actor GoalActor, out Actor Path, optional float GoalDistance ))
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| Object | GetOrderGiver ()))
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| name | GetOrders ()))
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| Actor | GetOrdersObject ()))
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| vector | GetPredictedChargeLocation (Pawn TargetPawn )) @AttackCloseState |
| EReaction | GetReactionToEnemy (Pawn EnemyPawn ))
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| name | GetRealOrders ()))
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| bool | GetShouldUseDeviousTactics (float BaseSkill, float BaseOdds ))
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| float | GetSpecifiedFireRate (bool bPrimary ))
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| ETacticalMoveType | GetTacticalMoveType ())) @AttackCloseState |
| ETacticalMoveType | GetTacticalMoveType ())) @AttackFallbackState |
| Actor | GetTarget ())) @ScriptedState |
| | GiveUpTactical (bool bCanCharge)
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| | GiveUpTactical (bool bCanCharge )) @AttackTacticalMoveState |
| | HandleBumpedByEnemy ()))
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| bool | HandleDecorationStuff ())) @RoamingState |
| | HandleDestinationReached ())) @ScriptedState |
| | HandleEnemyKilledSafe (Controller Killer, Pawn KilledEnemy ))
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| | HandleEnemyKilledUnSafe (Controller Killer, Pawn KilledEnemy ))
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| | HandleOrdersAttack ()))
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| | HandleOrdersDefend ()))
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| | HandleOrdersFollow ()))
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| | HandleOrdersHold ()))
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| | HandleOrdersNone ()))
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| | HandleTakeHit (vector HitLocation, int Damage, class DamageType ))
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| bool | IsDialogPaused ())) @ScriptedDialogState |
| bool | IsFiring ()))
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| bool | IsFrozen ())) @FrozenState |
| bool | IsMeleeAttacking ()))
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| bool | IsMobile ()))
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| bool | IsMobile ())) @FrozenState |
| bool | IsPreparedToFire (bool bOwner, optional bool bCheckWeaponRating, optional int MinWeaponRating ))
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| bool | IsPreparedToMelee (bool bOwner, optional bool bCheckWeaponRating, optional int MinWeaponRating ))
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| bool | IsRepeatFire (bool bPrimary )) @ScriptedState |
| bool | IsStationary ()))
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| | KeepAttacking ())) @AttackStationaryState |
| | LandedHardDone ())) @LandedHardState |
| | LongFall ()))
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| | MaybeClearHuntingEnemy ())) @AttackHuntState |
| | MaybeFire (byte bUseAltMode )) @ScriptedState |
| bool | MaybeSetEnemy (Pawn NewEnemy, optional bool bAlertingOthers )) @AttackHuntState |
| bool | MaybeSetEnemy (Pawn NewEnemy, optional bool bAlertingOthers )) @AttackStakeOutState |
| bool | MaybeSetEnemy (Pawn NewEnemy, optional bool bAlertingOthers )) @FallingState |
| | MaybeStopFiring (optional float SuggestedFireAgainDelay ))
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| | MayFall ())) @AttackCloseState |
| | MayFall ())) @AttackFallbackState |
| | MayFall ())) @AttackHuntState |
| | MayFall ())) @AttackRetreatState |
| | MayFall ())) @RoamingState |
| | ModifyMoveTarget () @RoamingState |
| bool | NonRangedFireCheck ()))
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| bool | NonRangedFireCheck ())) @AttackHuntState |
| bool | NonRangedFireCheck ())) @AttackStationaryState |
| | NonRangedFireTimer ()))
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| bool | NotifyHeadVolumeChange (PhysicsVolume NewHeadVolume)) @FindAirState |
| bool | NotifyHitWall (vector HitNormal, Actor Wall )) @AttackTacticalMoveState |
| bool | NotifyHitWall (vector HitNormal, actor Wall )) @FindAirState |
| | NotifyKilled (Controller Killer, Controller Killed, Pawn KilledPawn, class DamageType ))
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| bool | NotifyLanded (vector HitNormal )) @FallingState |
| bool | NotifyLanded (vector HitNormal )) @HoldingState |
| bool | NotifyLanded (vector HitNormal )) @ScriptedState |
| bool | NotifyLanded (vector HitNormal )) @TakeHitState |
| bool | NotifyPhysicsVolumeChange (PhysicsVolume NewVolume )) @FallingState |
| | NotifyTakeHit (pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> DamageType, vector Momentum ))
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| | NotifyUnuse (Actor A )) @ScriptedState |
| | NotifyUnuse (Actor A )) @UsingState |
| bool | OKToHit (Actor HitActor, vector HitLocation, vector HitNormal ))
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| | PawnIsInPain (PhysicsVolume PainVolume )) @AttackTacticalMoveState |
| | PickDestination ())) @AttackFallbackState |
| | PickDestination ())) @AttackHuntState |
| | PickDestination ())) @AttackRetreatState |
| | PickDestination (bool bCanCharge )) @AttackTacticalMoveState |
| | PickDestination ())) @FindAirState |
| | PickDestination ())) @HoldState |
| | PickDestination ())) @RoamingState |
| | PickDestination ())) @WanderingState |
| bool | PickFarInventoryDestination ())) @RoamingState |
| bool | PickHuntDestination ())) @RoamingState |
| bool | PickLocalInventoryDestination (float MaxDist, float MinDistraction ))
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| | PickNextSpot ())) @AttackRetreatState |
| bool | PickOrdersDestination ())) @RoamingState |
| | PickRegDestination (bool bCanCharge )) @AttackTacticalMoveState |
| bool | PickSpecialDestination ())) @RoamingState |
| | Possess (Pawn P ))
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| bool | PreparedToHunt ()))
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| byte | PriorityObjective ()))
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| bool | RandomizeStakeOutDir ())) @AttackStakeOutState |
| | ReachedHome ())) @AttackRetreatState |
| bool | ReadyForAction ()))
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| bool | ReadyForOrders ()))
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| bool | ReduceThreat ())) @AttackHuntState |
| | ResetAttackTimer (float SuggestedFireAgainDelay ))
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| | ResetGlobalAISettings ()))
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| | Restart ()))
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| | RestoreRealOrders ()
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| | SendMessageAcknowledgeOrders (Controller OrderGiver, float Wait)
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| | SendMessageInPosition (float Wait)
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| | SendMessageNearPoint (Pawn Point, float Wait)
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| Actor | SetDefense ()))
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| | SetFall ()))
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| | SetFall ())) @AttackStakeOutState |
| | SetFall ())) @AttackTacticalMoveState |
| | SetFall ())) @FallingState |
| | SetFall ())) @MoveToGoalBaseState |
| | SetFall ())) @ScriptedState |
| | SetFall ())) @WanderingState |
| EMoveType | SetMoveTarget (Actor GoalActor, optional float GoalDistance, optional bool bWaitForLanding ))
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| bool | SetOrders (optional name NewOrders, optional Actor NewOrdersObject, optional float NewOrdersThreshold, optional Object NewOrderGiver, optional bool bAcknowledge ))
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| bool | SetOrders (optional name NewOrders, optional Actor NewOrdersObject, optional float NewOrdersThreshold, optional Object NewOrderGiver, optional bool bAcknowledge) @GameEndedState |
| bool | SetOrders (optional name NewOrders, optional Actor NewOrdersObject, optional float NewOrdersThreshold, optional Object NewOrderGiver, optional bool bAcknowledge )) @RoamingState |
| | SetOrdersObject (Actor NewOrdersObject ))
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| | SetRealOrders (name NewOrders, Actor NewOrdersObject, Object NewOrderGiver)
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| | SetRoamTarget (Actor NewRoamTarget ))
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| | SetRoamTarget (Actor NewRoamTarget )) @RoamingState |
| | SetSpecialGoal (Actor NewSpecialGoal, optional float NewSpecialGoalDistance, optional bool bFaceSpecialGoalNew )) @ScriptedState |
| | SetStationary (bool bVal, optional bool bStayStationaryVal ))
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| | SharedTimerEvent ()))
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| | SharedTimerEvent ())) @AttackCloseState |
| | SharedTimerEvent ())) @AttackingState |
| | SharedTimerEvent ())) @AttackStakeOutState |
| | SharedTimerEvent ())) @AttackStationaryState |
| | SharedTimerEvent ())) @AttackTacticalMoveState |
| | SharedTimerEvent ())) @FallingState |
| | SharedTimerEvent ())) @FindAirState |
| | SharedTimerEvent ())) @HoldingState |
| | SharedTimerEvent ())) @MoveToGoalBaseState |
| | SharedTimerEvent ())) @TakeHitState |
| | SharedTimerEvent ())) @WanderingState |
| | ShotFiredNotification (Pawn Shooter, vector FireDir, class<Projectile> ProjectileClass, float ProjSpeed) @AcquisitionState |
| | ShotFiredNotification (Pawn Shooter, vector FireDir, class<Projectile> ProjectileClass, float ProjSpeed )) @AttackRetreatState |
| | ShotFiredNotification (Pawn Shooter, vector FireDir, class<Projectile> ProjectileClass, float ProjSpeed )) @AttackTacticalMoveState |
| bool | ShouldDeferTo (Controller Other ))
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| bool | ShouldDestroyNPC ()))
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| bool | ShouldGiveUpHunting ()))
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| bool | ShouldRecamp ())) @RoamingState |
| bool | ShouldTransitionToMeleeAttack ()))
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| bool | SpecialAttackTransition ()))
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| | SpecialFire ()))
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| | SpecialFire ())) @AttackStationaryState |
| | StateTransition (name DestinationState, optional name DestinationLabel ))
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| | StateTransition (name DestinationState, optional name DestinationLabel )) @ScriptedState |
| bool | StrafeFromDamage (float Damage, class<DamageType> DamageType, bool bFindDest )) @AttackCloseState |
| bool | TestCanJump ()))
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| bool | TestDirection (vector Dir, out vector Pick )) @WanderingState |
| | TookDamageBase (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
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| bool | TryStrafe (vector SideDir )) @AttackCloseState |
| | TryToDodge (vector DuckDir, bool bDuckLeft )) @AttackCloseState |
| bool | TryToHit (Actor TargetActor, float TargetDistance, float SpreadDegrees, bool bLOSToTarget, float TryToHitBaseOddsMin, float TryToHitBaseOddsMax, float TryToHitBaseDistance, float TryToHitMinMissDistance, float TryToHitMaxHitDistance )) @ScriptedState |
| | TurnToActor (Actor A, optional bool bLock )) @ScriptedState |
| | UnuseActor (optional Actor A )) @ScriptedState |
| | UnuseActor (optional Actor A )) @UsingState |
| | UpdateEnemy (optional bool bTryRadiusCheck ))
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| | UpdateOrders (name NewOrders, Object NewOrderGiver, Actor NewOrdersObject ))
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| | UseActor (Actor A )) @ScriptedState |
| | UseActor (Actor A )) @UsingState |
| bool | UseTacticalJumps ()))
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| | VerifyStateChange (name OldState, name NewState, name Label, bool bGoto, string ContextNameStr, int ContextLineNum ))
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| bool | WanderAfterFriendlyBumpExtra ()))
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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 |
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 |
@AttackCloseState Source code |
state @AttackCloseState extends @MoveToGoalWithEnemyState
|
CanPredict, DamageAttitudeTo, EndState, eventEnemyNotVisible, FearThisSpot, GetPredictedChargeLocation, GetTacticalMoveType, MayFall, SharedTimerEvent, StrafeFromDamage, TryStrafe, TryToDodge |
@AttackHuntState Source code |
state @AttackHuntState
|
BeginState, DamageAttitudeTo, EndState, eventBumpEnemy, eventHearNoiseThreat, FearThisSpot, FindViewSpot, MaybeClearHuntingEnemy, MaybeSetEnemy, MayFall, NonRangedFireCheck, PickDestination, ReduceThreat |
@AttackStakeOutState Source code |
state @AttackStakeOutState
|
AdjustAim, BeginState, ClearShot, ContinueStakeOut, DamageAttitudeTo, EndState, eventHearNoiseThreat, MaybeSetEnemy, RandomizeStakeOutDir, SetFall, SharedTimerEvent |
@AttackStationaryState Source code |
state @AttackStationaryState
|
BeginState, CheckAttackStatus, ContinueAttackStationary, DamageAttitudeTo, DoRangedAttack, EndState, eventEnemyNotVisible, KeepAttacking, NonRangedFireCheck, SharedTimerEvent, SpecialFire |
@AttackTacticalMoveState Source code |
state @AttackTacticalMoveState
|
BeginState, DamageAttitudeTo, EndState, eventEnemyNotVisible, FearThisSpot, GiveUpTactical, NotifyHitWall, PawnIsInPain, PickDestination, PickRegDestination, SetFall, SharedTimerEvent, ShotFiredNotification |
@FallingState Source code |
state @FallingState
|
AdjustJump, BeginState, DamageAttitudeTo, EndState, EnemyAcquired, eventEnemyNotVisible, eventSeeEnemy, FindNewJumpDest, MaybeSetEnemy, NotifyLanded, NotifyPhysicsVolumeChange, SetFall, SharedTimerEvent |
@RoamingState Source code |
state @RoamingState
|
BeginState, EndState, FearThisSpot, HandleDecorationStuff, MayFall, ModifyMoveTarget, PickDestination, PickFarInventoryDestination, PickHuntDestination, PickOrdersDestination, PickSpecialDestination, SetOrders, SetRoamTarget, ShouldRecamp |
@ScriptedState Source code |
state @ScriptedState extends @MoveToGoalBaseState
|
AdjustAim, AllowFriendlyBumpStateChanges, AnimEnd, BeginState, EnableProbeEvent, EndState, EnemyAcquired, eventAutoBegin, eventBumpAll, eventTookDamage, FinishedRotation, GetMoveSpeed, GetTarget, HandleDestinationReached, IsRepeatFire, MaybeFire, NotifyLanded, NotifyUnuse, SetFall, SetSpecialGoal, StateTransition, TryToHit, TurnToActor, UnuseActor, UseActor |
@TestMoveState Source code |
state @TestMoveState extends @MoveToGoalBaseState
|
|
@WanderingState Source code |
state @WanderingState
|
AddWeaponTimers, AllowPickupWeaponSwitch, AmmoReadyForAction, BeginState, CanFire, CanRespawn, CheckCurrentAmmo, CheckCurrentWeapon, CheckCurrentWeaponTimer, DeferTo, Destroyed, EndState, FearThisSpot, FireAt, FireShot, GetAttackStyle, GetCurrentFireRate, GetSpecifiedFireRate, PickDestination, PostBeginPlay, ReadyForAction, RefreshWeapon, SelectBestWeapon, SelectBestWeaponTimer, SetFall, SetPeripheralVision, SharedTimerEvent, ShouldFireWeapon, ShouldSwitchToBestWeapon, SupportsWeapon, SupportsWeaponAltFire, SupportsWeaponFire, SwitchToBestWeapon, TestDirection, UseTacticalJumps |
const AttackingState = 'Attacking';
const ContinueWanderLabel = 'ContinueWander';
const FallingState = 'Falling';
const FallLongLabel = 'FallLong';
const FallSpecialLabel = 'FallSpecial';
const FireWhileFallingLabel = 'FallWhileFiring';
const HoldReachedDistance2D = 16.0;
HoldReachedDistanceSquared2D Source code
const HoldReachedDistanceSquared2D = 256.0;
const LandedLabel = 'Landed';
MinMoveSpeedMultiplier Source code
const MinMoveSpeedMultiplier = 0.05;
NonRangedFireTimerName Source code
const NonRangedFireTimerName = 'NonRangedFireTimer';
const PausingLabel = 'Pausing';
const PlayOutLabel = 'PlayOut';
const SplashLabel = 'Splash';
const TakeHitLabel = 'TakeHit';
const TakeHitState = 'TakeHit';
var float Aggressiveness;
AttackNonRangedCheckRate Source code
var float AttackNonRangedCheckRate;
AttackNonRangedFailedRate Source code
var float AttackNonRangedFailedRate;
AttackReadyToAttackOdds Source code
var float AttackReadyToAttackOdds;
AttackStationaryStopTime Source code
var float AttackStationaryStopTime;
var bool bBigJump;
var bool bCamping;
var bool bCampOnlyOnce;
var bool bChangeDir;
var bool bClearShot;
var bool bDeviousHunting;
var bool bFireFalling;
var bool bFiringPaused;
var bool bFrustrated;
var bool bGathering;
var bool bGoosedTimer;
var bool bInitLifeMessage;
var bool bIsPaused;
var bool bKamikaze;
var bool bLeading;
var bool bMustHunt;
var bool bNoShootDecor;
var bool bReadyToAttack;
var bool bSniping;
var bool bStationary;
var bool bStayFreelance;
var bool bStrafeDir;
bTriedLastDetectedLocation Source code
var bool bTriedLastDetectedLocation;
var bool bWantsToCamp;
var float CampTime;
DefaultMeleeAttackState Source code
var name DefaultMeleeAttackState;
var float LastAttractCheck;
var float LastCampCheck;
var float LastInvFind;
var name LastPainAnim;
var float MaxHuntTime;
MaxMoveToActorAttemptsRoaming Source code
var int MaxMoveToActorAttemptsRoaming;
var name NextLabel;
var name NextState;
var
Pawn OldControllerEnemy;
var name Orders;
RealLastDetectedLocation Source code
var
vector RealLastDetectedLocation;
var float RefireDelay;
var float TimeBetweenAttacks;
AdjustAim @AttackStakeOutState Source code
function bool AdjustAim (
class<
Projectile> ProjectileClass,
float ProjSpeed,
vector ProjStart,
float WeaponFireSpread,
bool bLeadTarget,
bool bWarnTarget,
bool bTossed,
bool bTrySplash ) )
AdjustAim @ScriptedState Source code
function bool AdjustAim (
class<
Projectile> ProjectileClass,
float ProjSpeed,
vector ProjStart,
float WeaponFireSpread,
bool bLeadTarget,
bool bWarnTarget,
bool bTossed,
bool bTrySplash ) )
AdjustJump @FallingState Source code
function AdjustJump ( ) )
AllowFriendlyBumpStateChanges @ScriptedState Source code
function bool AllowFriendlyBumpStateChanges ( ) )
function AmbushClearOtherSpots ( ) )
function bool AmbushFindSpot ( ) )
function AmbushPickSpot ( ) )
AnimEnd @ScriptedState Source code
final event AnimEnd ( int Channel ) )
function bool AssignHoldSpot (
Actor LocationActor ) )
BeginState @AcquisitionState Source code
event BeginState ( ) )
BeginState @AttackHuntState Source code
event BeginState ( ) )
BeginState @AttackingState Source code
event BeginState ( ) )
BeginState @AttackStakeOutState Source code
event BeginState ( ) )
BeginState @AttackStationaryState Source code
event BeginState ( ) )
BeginState @AttackTacticalMoveState Source code
event BeginState ( ) )
event BeginState ( ) )
BeginState @EnemyKilledState Source code
event BeginState ( ) )
BeginState @FallingState Source code
event BeginState ( ) )
BeginState @FindAirState Source code
event BeginState ( ) )
BeginState @FrozenState Source code
event BeginState ( ) )
BeginState @HoldingState Source code
event BeginState ( ) )
BeginState @LandedHardState Source code
event BeginState ( ) )
BeginState @RoamingState Source code
event BeginState ( ) )
BeginState @ScriptedDialogState Source code
event BeginState ( ) )
BeginState @ScriptedState Source code
event BeginState ( ) )
BeginState @TakeHitState Source code
event BeginState ( ) )
BeginState @WanderingState Source code
event BeginState ( ) )
function BigJump (
Actor JumpDest ) )
function bool CanFire ( bool bTest ) )
function bool CanFire ( bool bTest ) )
function bool CanMeleeAttack ( ) )
CanPredict @AttackCloseState Source code
function bool CanPredict (
Actor TargetActor ) )
function bool CanStakeOut ( ) )
ChangeDestination @AttackRetreatState Source code
function ChangeDestination ( ) )
U2P.AnimationController.SpecialAnimationClear() ; ResetAttackTimer(SuggestedFireAgainDelay) ; } function ChangedWeapon ( ) )
CheckAttackStatus @AttackStationaryState Source code
function CheckAttackStatus ( ) )
ChooseAttackMode @AttackingState Source code
function ChooseAttackMode ( ) )
protected function ClearAttack ( ) )
function ClearHoldSpots ( ) )
function ClearReferencesTo (
Pawn P ) )
ClearShot @AttackStakeOutState Source code
function bool ClearShot ( ) )
function CombatMove ( ) )
ContinueAttackStationary @AttackStationaryState Source code
function bool ContinueAttackStationary ( ) )
ContinueStakeOut @AttackStakeOutState Source code
function bool ContinueStakeOut ( ) )
DamageAttitudeTo @AttackCloseState Source code
DamageAttitudeTo @AttackHuntState Source code
DamageAttitudeTo @AttackStakeOutState Source code
DamageAttitudeTo @AttackStationaryState Source code
DamageAttitudeTo @AttackTacticalMoveState Source code
DamageAttitudeTo @FallingState Source code
DamageAttitudeTo @FrozenState Source code
DamageAttitudeTo @MoveToGoalWithEnemyState Source code
DeferTo @WanderingState Source code
event Destroyed ( ) )
DetermineOrdersTransition Source code
function bool DetermineOrdersTransition ( out name DestinationState, out name DestinationLabel ) )
DialogEnd @ScriptedDialogState Source code
event DialogEnd ( ) )
DialogPause @ScriptedDialogState Source code
function DialogPause ( ) )
DialogSetFocus @ScriptedDialogState Source code
function DialogSetFocus (
Actor FocusActor ) )
DialogUnPause @ScriptedDialogState Source code
function DialogUnPause ( ) )
function DoRangedAttack ( ) )
DoRangedAttack @AttackStationaryState Source code
function DoRangedAttack ( ) )
EnableProbeEvent @ScriptedState Source code
function EnableProbeEvent ( name EventName, bool bVal ) )
EndState @AcquisitionState Source code
event EndState ( ) )
EndState @AttackCloseState Source code
event EndState ( ) )
EndState @AttackHuntState Source code
event EndState ( ) )
EndState @AttackStakeOutState Source code
event EndState ( ) )
EndState @AttackStationaryState Source code
event EndState ( ) )
EndState @AttackTacticalMoveState Source code
event EndState ( ) )
EndState @EnemyKilledState Source code
event EndState ( ) )
EndState @FallingState Source code
event EndState ( ) )
EndState @FindAirState Source code
event EndState ( ) )
EndState @HoldingState Source code
event EndState ( ) )
EndState @RoamingState Source code
event EndState ( ) )
EndState @ScriptedDialogState Source code
event EndState ( ) )
EndState @ScriptedState Source code
event EndState ( ) )
event EndState ( ) )
EndState @VictoryDanceState Source code
event EndState ( ) )
EndState @WanderingState Source code
event EndState ( ) )
function EnemyAcquired ( ) )
EnemyAcquired @FallingState Source code
function EnemyAcquired ( ) )
EnemyAcquired @HoldingState Source code
function EnemyAcquired ( ) )
EnemyAcquired @ScriptedDialogState Source code
function EnemyAcquired ( ) )
EnemyAcquired @ScriptedState Source code
function EnemyAcquired ( ) )
eventAutoBegin @ScriptedState Source code
function eventAutoBegin ( name DestinationState, name DestinationLabel ) )
eventBumpAll @ScriptedState Source code
function eventBumpAll (
Actor Other ) )
eventBumpEnemy @AcquisitionState Source code
function eventBumpEnemy (
Pawn Other ) )
eventBumpEnemy @AttackFallbackState Source code
function eventBumpEnemy (
Pawn Other ) )
eventBumpEnemy @AttackHuntState Source code
function eventBumpEnemy (
Pawn Other ) )
eventBumpEnemy @AttackRetreatState Source code
function eventBumpEnemy (
Pawn Other ) )
eventBumpEnemy @FrozenState Source code
function eventBumpEnemy (
Pawn Other ) )
function eventBumpFriend (
Pawn Other ) )
eventEnemyNotVisible @AttackCloseState Source code
function eventEnemyNotVisible ( ) )
eventEnemyNotVisible @AttackFallbackState Source code
function eventEnemyNotVisible ( ) )
eventEnemyNotVisible @AttackingState Source code
function eventEnemyNotVisible ( ) )
eventEnemyNotVisible @AttackStationaryState Source code
GotoState(AttackingState) ; } function eventEnemyNotVisible ( ) )
eventEnemyNotVisible @AttackTacticalMoveState Source code
function eventEnemyNotVisible ( ) )
eventEnemyNotVisible @FallingState Source code
function eventEnemyNotVisible ( ) )
eventEnemyNotVisible @FindAirState Source code
function eventEnemyNotVisible ( ) )
eventHearNoiseThreat @AcquisitionState Source code
singular
function eventHearNoiseThreat (
float Loudness,
Actor NoiseMaker ) )
eventHearNoiseThreat @AttackFallbackState Source code
singular
function eventHearNoiseThreat (
float Loudness,
Actor NoiseMaker ) )
eventHearNoiseThreat @AttackHuntState Source code
singular
function eventHearNoiseThreat (
float Loudness,
Actor NoiseMaker ) )
eventHearNoiseThreat @AttackRetreatState Source code
singular
function eventHearNoiseThreat (
float Loudness,
Actor NoiseMaker ) )
eventHearNoiseThreat @AttackStakeOutState Source code
singular
function eventHearNoiseThreat (
float Loudness,
Actor NoiseMaker ) )
eventSeeEnemy @AcquisitionState Source code
function eventSeeEnemy (
Pawn Seen ) )
eventSeeEnemy @AttackFallbackState Source code
function eventSeeEnemy (
Pawn Seen ) )
eventSeeEnemy @AttackRetreatState Source code
function eventSeeEnemy (
Pawn Seen ) )
eventSeeEnemy @FallingState Source code
function eventSeeEnemy (
Pawn Seen ) )
eventTakeDamage @FrozenState Source code
eventTookDamage @FrozenState Source code
eventTookDamage @ScriptedDialogState Source code
eventTookDamage @ScriptedState Source code
function ExecuteDodge (
bool bLeft,
vector DodgeDestination ) )
FearThisSpot @AttackCloseState Source code
function FearThisSpot (
Actor aSpot ) )
FearThisSpot @AttackHuntState Source code
function FearThisSpot (
Actor aSpot ) )
FearThisSpot @AttackTacticalMoveState Source code
function FearThisSpot (
Actor aSpot ) )
FearThisSpot @HoldState Source code
function FearThisSpot (
Actor aSpot ) )
FearThisSpot @RoamingState Source code
function FearThisSpot (
Actor aSpot ) )
FearThisSpot @WanderingState Source code
function FearThisSpot (
Actor aSpot ) )
FindNewJumpDest @FallingState Source code
function FindNewJumpDest ( ) )
function bool FindSpecialAttraction ( ) )
FindViewSpot @AttackHuntState Source code
function bool FindViewSpot ( ) )
FinishedRotation @ScriptedState Source code
final event FinishedRotation ( ) )
function FireAt (
Actor A ) )
function FireShot ( byte bUseAltMode )
if(OldControllerEnemy==ControllerEnemy) OldControllerEnemy = None ; } function bool FriendlyBumpSpecial ( ) )
function float GetAttackStyle (
Actor TargetActor ) )
function float GetCurrentFireRate ( ) )
GetMoveSpeed @ScriptedState Source code
function float GetMoveSpeed ( optional
vector TargetLocation ) )
function Object GetOrderGiver ( ) )
function name GetOrders ( ) )
function Actor GetOrdersObject ( ) )
GetPredictedChargeLocation @AttackCloseState Source code
function vector GetPredictedChargeLocation (
Pawn TargetPawn ) )
function name GetRealOrders ( ) )
GetShouldUseDeviousTactics Source code
function bool GetShouldUseDeviousTactics ( float BaseSkill, float BaseOdds ) )
function float GetSpecifiedFireRate ( bool bPrimary ) )
GetTacticalMoveType @AttackCloseState Source code
GetTacticalMoveType @AttackFallbackState Source code
GetTarget @ScriptedState Source code
function Actor GetTarget ( ) )
function GiveUpTactical ( bool bCanCharge )
GiveUpTactical @AttackTacticalMoveState Source code
function GiveUpTactical ( bool bCanCharge ) )
function HandleBumpedByEnemy ( ) )
HandleDecorationStuff @RoamingState Source code
function bool HandleDecorationStuff ( ) )
HandleDestinationReached @ScriptedState Source code
function HandleDestinationReached ( ) )
function HandleEnemyKilledSafe (
Controller Killer,
Pawn KilledEnemy ) )
HandleEnemyKilledUnSafe Source code
function HandleEnemyKilledUnSafe (
Controller Killer,
Pawn KilledEnemy ) )
function HandleOrdersAttack ( ) )
function HandleOrdersDefend ( ) )
function HandleOrdersFollow ( ) )
function HandleOrdersHold ( ) )
function HandleOrdersNone ( ) )
local
name DestinationState ,
DestinationLabel ; local
bool bMaintainCurrentState ; DestinationState = NoState ;
DestinationLabel = NoLabel ; if(!ShouldDestroyNPC()) { ResetGlobalAISettings() ; RestoreRealOrders() ; UpdateEnemy() ; bReadyToAttack = false ; if(ControllerEnemy!=None) { bReadyToAttack =(GetSkill()>=
0.5) ; DestinationState = AttackingState ; } else if(HasScript()) { if(GetStateName()==ScriptedState) { bMaintainCurrentState = true ; } else { DestinationState = ScriptedState ;
DestinationLabel = BeginLabel ; } } else if(bStationary) { DestinationState = HoldState ; } else if(Orders==OrdersNone||!ReadyForOrders()||!DetermineOrdersTransition(DestinationState,
DestinationLabel)) { DestinationState = DefaultState ; if(GetSkill()>
0.625) bReadyToAttack = true ; } if(bMaintainCurrentState) { } else { GotoState(DestinationState,
DestinationLabel) ; } } else { } }
function HandleTakeHit (
vector HitLocation,
int Damage,
class<
DamageType>
DamageType ) )
IsDialogPaused @ScriptedDialogState Source code
function bool IsDialogPaused ( ) )
function bool IsFiring ( ) )
function bool IsFrozen ( ) )
function bool IsMeleeAttacking ( ) )
function bool IsMobile ( ) )
function bool IsMobile ( ) )
function bool IsPreparedToFire ( bool bOwner, optional bool bCheckWeaponRating, optional int MinWeaponRating ) )
function bool IsPreparedToMelee ( bool bOwner, optional bool bCheckWeaponRating, optional int MinWeaponRating ) )
IsRepeatFire @ScriptedState Source code
function bool IsRepeatFire ( bool bPrimary ) )
function bool IsStationary ( ) )
KeepAttacking @AttackStationaryState Source code
function KeepAttacking ( ) )
LandedHardDone @LandedHardState Source code
function LandedHardDone ( ) )
event LongFall ( ) )
MaybeClearHuntingEnemy @AttackHuntState Source code
function MaybeClearHuntingEnemy ( ) )
MaybeFire @ScriptedState Source code
function MaybeFire ( byte bUseAltMode ) )
MaybeSetEnemy @AttackHuntState Source code
function bool MaybeSetEnemy (
Pawn NewEnemy, optional
bool bAlertingOthers ) )
MaybeSetEnemy @AttackStakeOutState Source code
function bool MaybeSetEnemy (
Pawn NewEnemy, optional
bool bAlertingOthers ) )
MaybeSetEnemy @FallingState Source code
function bool MaybeSetEnemy (
Pawn NewEnemy, optional
bool bAlertingOthers ) )
function MaybeStopFiring ( optional float SuggestedFireAgainDelay ) )
MayFall @AttackCloseState Source code
event MayFall ( ) )
MayFall @AttackFallbackState Source code
event MayFall ( ) )
MayFall @AttackHuntState Source code
event MayFall ( ) )
MayFall @AttackRetreatState Source code
event MayFall ( ) )
event MayFall ( ) )
ModifyMoveTarget @RoamingState Source code
function ModifyMoveTarget ( )
function bool NonRangedFireCheck ( ) )
NonRangedFireCheck @AttackHuntState Source code
function bool NonRangedFireCheck ( ) )
NonRangedFireCheck @AttackStationaryState Source code
function bool NonRangedFireCheck ( ) )
final function NonRangedFireTimer ( ) )
NotifyHeadVolumeChange @FindAirState Source code
event bool NotifyHeadVolumeChange (
PhysicsVolume NewHeadVolume) )
NotifyHitWall @AttackTacticalMoveState Source code
event bool NotifyHitWall (
vector HitNormal,
Actor Wall ) )
NotifyHitWall @FindAirState Source code
event bool NotifyHitWall (
vector HitNormal,
actor Wall ) )
NotifyLanded @FallingState Source code
event bool NotifyLanded (
vector HitNormal ) )
NotifyLanded @HoldingState Source code
event bool NotifyLanded (
vector HitNormal ) )
NotifyLanded @ScriptedState Source code
event bool NotifyLanded (
vector HitNormal ) )
NotifyLanded @TakeHitState Source code
event bool NotifyLanded (
vector HitNormal ) )
NotifyPhysicsVolumeChange @FallingState Source code
event bool NotifyPhysicsVolumeChange (
PhysicsVolume NewVolume ) )
NotifyUnuse @ScriptedState Source code
function NotifyUnuse (
Actor A ) )
NotifyUnuse @UsingState Source code
function NotifyUnuse (
Actor A ) )
PawnIsInPain @AttackTacticalMoveState Source code
PickDestination @AttackFallbackState Source code
function PickDestination ( ) )
PickDestination @AttackHuntState Source code
function PickDestination ( ) )
PickDestination @AttackRetreatState Source code
function PickDestination ( ) )
PickDestination @AttackTacticalMoveState Source code
function PickDestination ( bool bCanCharge ) )
PickDestination @FindAirState Source code
function PickDestination ( ) )
PickDestination @HoldState Source code
function PickDestination ( ) )
PickDestination @RoamingState Source code
function PickDestination ( ) )
PickDestination @WanderingState Source code
function PickDestination ( ) )
PickFarInventoryDestination @RoamingState Source code
function bool PickFarInventoryDestination ( ) )
PickHuntDestination @RoamingState Source code
function bool PickHuntDestination ( ) )
PickLocalInventoryDestination Source code
function bool PickLocalInventoryDestination ( float MaxDist, float MinDistraction ) )
PickNextSpot @AttackRetreatState Source code
function PickNextSpot ( ) )
PickOrdersDestination @RoamingState Source code
function bool PickOrdersDestination ( ) )
PickRegDestination @AttackTacticalMoveState Source code
function PickRegDestination ( bool bCanCharge ) )
PickSpecialDestination @RoamingState Source code
function bool PickSpecialDestination ( ) )
function Possess (
Pawn P ) )
function bool PreparedToHunt ( ) )
function byte PriorityObjective ( ) )
RandomizeStakeOutDir @AttackStakeOutState Source code
function bool RandomizeStakeOutDir ( ) )
ReachedHome @AttackRetreatState Source code
function ReachedHome ( ) )
function bool ReadyForAction ( ) )
function bool ReadyForOrders ( ) )
ReduceThreat @AttackHuntState Source code
function bool ReduceThreat ( ) )
function ResetAttackTimer ( float SuggestedFireAgainDelay ) )
function ResetGlobalAISettings ( ) )
function Restart ( ) )
function RestoreRealOrders ( )
SendMessageAcknowledgeOrders Source code
function SendMessageAcknowledgeOrders (
Controller OrderGiver,
float Wait )
function SendMessageInPosition ( float Wait )
function SendMessageNearPoint (
Pawn Point,
float Wait )
function Actor SetDefense ( ) )
function SetFall ( ) )
SetFall @AttackStakeOutState Source code
function SetFall ( ) )
SetFall @AttackTacticalMoveState Source code
function SetFall ( ) )
function SetFall ( ) )
SetFall @MoveToGoalBaseState Source code
function SetFall ( ) )
SetFall @ScriptedState Source code
function SetFall ( ) )
SetFall @WanderingState Source code
function SetFall ( ) )
function EMoveType SetMoveTarget (
Actor GoalActor, optional
float GoalDistance, optional
bool bWaitForLanding ) )
function bool SetOrders ( optional
name NewOrders, optional
Actor NewOrdersObject, optional
float NewOrdersThreshold, optional
Object NewOrderGiver, optional
bool bAcknowledge ) )
SetOrders @GameEndedState Source code
function bool SetOrders ( optional
name NewOrders, optional
Actor NewOrdersObject, optional
float NewOrdersThreshold, optional
Object NewOrderGiver, optional
bool bAcknowledge )
SetOrders @RoamingState Source code
function bool SetOrders ( optional
name NewOrders, optional
Actor NewOrdersObject, optional
float NewOrdersThreshold, optional
Object NewOrderGiver, optional
bool bAcknowledge ) )
function SetOrdersObject (
Actor NewOrdersObject ) )
function SetRealOrders (
name NewOrders,
Actor NewOrdersObject,
Object NewOrderGiver )
function SetRoamTarget (
Actor NewRoamTarget ) )
SetRoamTarget @RoamingState Source code
function SetRoamTarget (
Actor NewRoamTarget ) )
SetSpecialGoal @ScriptedState Source code
function SetSpecialGoal (
Actor NewSpecialGoal, optional
float NewSpecialGoalDistance, optional
bool bFaceSpecialGoalNew ) )
function SetStationary ( bool bVal, optional bool bStayStationaryVal ) )
function SharedTimerEvent ( ) )
SharedTimerEvent @AttackCloseState Source code
function SharedTimerEvent ( ) )
SharedTimerEvent @AttackingState Source code
function SharedTimerEvent ( ) )
SharedTimerEvent @AttackStakeOutState Source code
function SharedTimerEvent ( ) )
SharedTimerEvent @AttackStationaryState Source code
function SharedTimerEvent ( ) )
SharedTimerEvent @AttackTacticalMoveState Source code
function SharedTimerEvent ( ) )
SharedTimerEvent @FallingState Source code
function SharedTimerEvent ( ) )
SharedTimerEvent @FindAirState Source code
function SharedTimerEvent ( ) )
SharedTimerEvent @HoldingState Source code
function SharedTimerEvent ( ) )
SharedTimerEvent @MoveToGoalBaseState Source code
function SharedTimerEvent ( ) )
SharedTimerEvent @TakeHitState Source code
function SharedTimerEvent ( ) )
SharedTimerEvent @WanderingState Source code
function SharedTimerEvent ( ) )
ShotFiredNotification @AcquisitionState Source code
function ShotFiredNotification (
Pawn Shooter,
vector FireDir,
class<
Projectile> ProjectileClass,
float ProjSpeed )
ShotFiredNotification @AttackRetreatState Source code
function ShotFiredNotification (
Pawn Shooter,
vector FireDir,
class<
Projectile> ProjectileClass,
float ProjSpeed ) )
ShotFiredNotification @AttackTacticalMoveState Source code
function ShotFiredNotification (
Pawn Shooter,
vector FireDir,
class<
Projectile> ProjectileClass,
float ProjSpeed ) )
function bool ShouldDeferTo (
Controller Other ) )
function bool ShouldDestroyNPC ( ) )
function bool ShouldGiveUpHunting ( ) )
ShouldRecamp @RoamingState Source code
function bool ShouldRecamp ( ) )
ShouldTransitionToMeleeAttack Source code
function bool ShouldTransitionToMeleeAttack ( ) )
SpecialAttackTransition Source code
function bool SpecialAttackTransition ( ) )
function SpecialFire ( ) )
SpecialFire @AttackStationaryState Source code
function SpecialFire ( ) )
function StateTransition ( name DestinationState, optional name DestinationLabel ) )
StateTransition @ScriptedState Source code
function StateTransition ( name DestinationState, optional name DestinationLabel ) )
StrafeFromDamage @AttackCloseState Source code
function bool TestCanJump ( ) )
TestDirection @WanderingState Source code
function bool TestDirection (
vector Dir,
out vector Pick ) )
TryStrafe @AttackCloseState Source code
function bool TryStrafe (
vector SideDir ) )
TryToDodge @AttackCloseState Source code
function TryToDodge (
vector DuckDir,
bool bDuckLeft ) )
TryToHit @ScriptedState Source code
function bool TryToHit (
Actor TargetActor,
float TargetDistance,
float SpreadDegrees,
bool bLOSToTarget,
float TryToHitBaseOddsMin,
float TryToHitBaseOddsMax,
float TryToHitBaseDistance,
float TryToHitMinMissDistance,
float TryToHitMaxHitDistance ) )
TurnToActor @ScriptedState Source code
function TurnToActor (
Actor A, optional
bool bLock ) )
UnuseActor @ScriptedState Source code
function UnuseActor ( optional
Actor A ) )
UnuseActor @UsingState Source code
function UnuseActor ( optional
Actor A ) )
function UpdateEnemy ( optional bool bTryRadiusCheck ) )
function UpdateOrders (
name NewOrders,
Object NewOrderGiver,
Actor NewOrdersObject ) )
UseActor @ScriptedState Source code
function UseActor (
Actor A ) )
function UseActor (
Actor A ) )
function bool UseTacticalJumps ( ) )
function VerifyStateChange ( name OldState, name NewState, name Label, bool bGoto, string ContextNameStr, int ContextLineNum ) )
WanderAfterFriendlyBumpExtra Source code
function bool WanderAfterFriendlyBumpExtra ( ) )
defaultproperties
{
DefaultMeleeAttackState='AttackMelee'
MaxHuntTime=30.000000
MaxMoveToActorAttemptsRoaming=2
Aggressiveness=0.300000
AttackNonRangedCheckRate=1.000000
AttackNonRangedFailedRate=1.000000
AttackReadyToAttackOdds=0.150000
TimeBetweenAttacks=0.600000
DefaultState='Roaming'
DefaultScriptControllerClass=Class'U2AI.ScriptControllerInterf'
ScriptedScriptControllerClass=Class'U2AI.ScriptControllerBase'
CrouchingMoveSpeedMultiplier=1.000000
ProneMoveSpeedMultiplier=1.000000
StandingMoveSpeedMultiplier=1.000000
FovAngle=85.000000
PlayerReplicationInfoClass=None
RemoteRole=ROLE_None
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 10:48:34.832 - Created with
UnCodeX