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U2AIOld.U2NPCControllerBotOld

Extends
U2NPCControllerAdvancedOld

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller
      |   
      +-- Engine.LicenseeController
         |   
         +-- Engine.AIController
            |   
            +-- U2.U2NPCController
               |   
               +-- U2AI.U2NPCControllerScriptable
                  |   
                  +-- U2AI.U2NPCControllerShared
                     |   
                     +-- U2AIOld.U2NPCControllerBaseOld
                        |   
                        +-- U2AIOld.U2NPCControllerAdvancedOld
                           |   
                           +-- U2AIOld.U2NPCControllerBotOld

Direct Known Subclasses:

U2NPCControllerBotSP

Constants Summary
Inherited Contants from U2AIOld.U2NPCControllerAdvancedOld
CheckCurrentWeaponTimerName, MaxCheckReloadDelay, ReloadSkillDumb, ReloadSkillSmart, SelectBestWeaponTimerName
Inherited Contants from U2AIOld.U2NPCControllerBaseOld
AttackingState, ContinueWanderLabel, FallingState, FallLongLabel, FallSpecialLabel, FireWhileFallingLabel, HoldReachedDistance2D, HoldReachedDistanceSquared2D, LandedLabel, MinMoveSpeedMultiplier, NonRangedFireTimerName, PausingLabel, PlayOutLabel, SplashLabel, TakeHitLabel, TakeHitState

Variables Summary
U2BotReplicationInfoBRI
floatLastAttractCheck
intOldMessageID
nameOldMessageType
floatVictoryDanceOdds
Inherited Variables from U2AIOld.U2NPCControllerAdvancedOld
LastWeaponSwitchTime, NextCheckReloadTime, RateBestWeaponChecks, RateBestWeaponChecksEnemy, RateCurrentWeaponChecks
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

Functions Summary
functionfloat AdjustDesireFor (Pickup P ))
function AmbushClearOtherSpots ()))
functionbool AmmoReadyForAction (U2Weapon U2W ))
event BeginState ()))
@AttackRetreatState
event BeginState ()))
@DeadState
function CallForHelp ()))
functionbool CanHelp ()))
@RoamingState
functionbool CanRespawn ()))
functionbool DeferTo (Controller Other ))
functionbool FindSpecialAttraction ()))
function GameRelatedKilled (Controller Killer, Controller Killed, Pawn KilledPawn, class DamageType ))
functionname GetOrders ()))
functionActor GetOrdersObject ()))
functionname GetRealOrders ()))
functionbool GetShouldUseDeviousTactics (float BaseSkill, float BaseOdds ))
function HandleEnemyKilledSafe (Controller Killer, Pawn KilledEnemy ))
functionbool HandleFriendlyBumps ()))
function HandleHelpMessageFrom (Controller Other ))
function HandleOrdersAttack ()))
function HandleTeamGameStuff ()))
@RoamingState
function InitPlayerReplicationInfo ()))
functionbool InventoryReadyForAction ()))
function MaybeClearHuntingEnemy ()))
@AttackHuntState
function ModifyInventorySpotMoveTarget ()))
@RoamingState
function ModifyMoveTarget ()))
@RoamingState
function PickDestination ()))
@RoamingState
functionbool PickHuntDestination ()))
@RoamingState
functionbool PickSpecialDestination ()))
@RoamingState
event PostBeginPlay ()))
functionbool PreparedToHunt ()))
functionbool ReadyForAction ()))
functionbool ReadyForOrders ()))
function Restart ()))
function RestoreRealOrders ()))
function SendMessage (PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait, name BroadcastType ))
function SendMessageAcknowledgeOrders (Controller OrderGiver, float Wait ))
function SendMessageInPosition (float Wait ))
function SendMessageNearPoint (Pawn Point, float Wait ))
function SetAlertness (float NewAlertness ))
function SetAttractionState ()))
functionbool SetHuntDestination (Actor TargetActor ))
@RoamingState
function SetPeripheralVision ()))
function SetRealOrders (name NewOrders, Actor NewOrdersObject, Object NewOrderGiver ))
function ShareWith (Pawn Other ))
@RoamingState
functionbool ShouldDeferTo (Controller Other ))
functionbool ShouldDestroyNPC ()))
functionbool ShouldGiveUpHunting ()))
functionbool UseTacticalJumps ()))
functionfloat WeaponPreference (Weapon W ))
function YellAt (Pawn Moron ))
Inherited Functions from U2AIOld.U2NPCControllerAdvancedOld
AddWeaponTimers, AllowPickupWeaponSwitch, AmmoReadyForAction, BeginState, CanFire, CanRespawn, CheckCurrentAmmo, CheckCurrentWeapon, CheckCurrentWeaponTimer, Destroyed, FireAt, FireShot, GetAttackStyle, GetCurrentFireRate, GetSpecifiedFireRate, HearPickup, MaybeHandleSpecialDestination, ModifyPickupMoveTarget, NonRangedFireCheck, PickFarInventoryDestination, PostBeginPlay, ReadyForAction, RefreshWeapon, SelectBestWeapon, SelectBestWeaponTimer, SetOrders, SetPeripheralVision, ShareWith, ShouldFireWeapon, ShouldRecamp, ShouldSwitchToBestWeapon, SupportsWeapon, SupportsWeaponAltFire, SupportsWeaponFire, SwitchToBestWeapon, UseTacticalJumps
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

States Summary
@AttackHuntState Source code
state @AttackHuntState
MaybeClearHuntingEnemy
@AttackRetreatState Source code
state @AttackRetreatState
BeginState
@DeadState Source code
state @DeadState
BeginState
@RoamingState Source code
state @RoamingState
CanHelp, HandleTeamGameStuff, ModifyInventorySpotMoveTarget, ModifyMoveTarget, PickDestination, PickHuntDestination, PickSpecialDestination, SetHuntDestination, ShareWith


Variables Detail

BRI Source code

var U2BotReplicationInfo BRI;

LastAttractCheck Source code

var float LastAttractCheck;

OldMessageID Source code

var int OldMessageID;

OldMessageType Source code

var name OldMessageType;

VictoryDanceOdds Source code

var float VictoryDanceOdds;


Functions Detail

AdjustDesireFor Source code

function float AdjustDesireFor ( Pickup P ) )

AmbushClearOtherSpots Source code

function AmbushClearOtherSpots ( ) )

AmmoReadyForAction Source code

function bool AmmoReadyForAction ( U2Weapon U2W ) )

BeginState @AttackRetreatState Source code

event BeginState ( ) )

BeginState @DeadState Source code

event BeginState ( ) )

CallForHelp Source code

function CallForHelp ( ) )

CanHelp @RoamingState Source code

function bool CanHelp ( ) )

CanRespawn Source code

function bool CanRespawn ( ) )

DeferTo Source code

function bool DeferTo ( Controller Other ) )

FindSpecialAttraction Source code

function bool FindSpecialAttraction ( ) )

GameRelatedKilled Source code

function GameRelatedKilled ( Controller Killer, Controller Killed, Pawn KilledPawn, class<DamageType> DamageType ) )

GetOrders Source code

function name GetOrders ( ) )

GetOrdersObject Source code

function Actor GetOrdersObject ( ) )

GetRealOrders Source code

function name GetRealOrders ( ) )

GetShouldUseDeviousTactics Source code

function bool GetShouldUseDeviousTactics ( float BaseSkill, float BaseOdds ) )

HandleEnemyKilledSafe Source code

function HandleEnemyKilledSafe ( Controller Killer, Pawn KilledEnemy ) )

HandleFriendlyBumps Source code

function bool HandleFriendlyBumps ( ) )

HandleHelpMessageFrom Source code

function HandleHelpMessageFrom ( Controller Other ) )

HandleOrdersAttack Source code

function HandleOrdersAttack ( ) )

HandleTeamGameStuff @RoamingState Source code

function HandleTeamGameStuff ( ) )

InitPlayerReplicationInfo Source code

function InitPlayerReplicationInfo ( ) )

InventoryReadyForAction Source code

function bool InventoryReadyForAction ( ) )

MaybeClearHuntingEnemy @AttackHuntState Source code

function MaybeClearHuntingEnemy ( ) )

ModifyInventorySpotMoveTarget @RoamingState Source code

function ModifyInventorySpotMoveTarget ( ) )

ModifyMoveTarget @RoamingState Source code

function ModifyMoveTarget ( ) )

PickDestination @RoamingState Source code

function PickDestination ( ) )

PickHuntDestination @RoamingState Source code

function bool PickHuntDestination ( ) )

PickSpecialDestination @RoamingState Source code

function bool PickSpecialDestination ( ) )

PostBeginPlay Source code

event PostBeginPlay ( ) )

PreparedToHunt Source code

function bool PreparedToHunt ( ) )

ReadyForAction Source code

function bool ReadyForAction ( ) )

ReadyForOrders Source code

function bool ReadyForOrders ( ) )

Restart Source code

function Restart ( ) )

RestoreRealOrders Source code

function RestoreRealOrders ( ) )

SendMessage Source code

function SendMessage ( PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait, name BroadcastType ) )

SendMessageAcknowledgeOrders Source code

function SendMessageAcknowledgeOrders ( Controller OrderGiver, float Wait ) )

SendMessageInPosition Source code

function SendMessageInPosition ( float Wait ) )

SendMessageNearPoint Source code

function SendMessageNearPoint ( Pawn Point, float Wait ) )

SetAlertness Source code

function SetAlertness ( float NewAlertness ) )

SetAttractionState Source code

function SetAttractionState ( ) )

SetHuntDestination @RoamingState Source code

function bool SetHuntDestination ( Actor TargetActor ) )

SetPeripheralVision Source code

function SetPeripheralVision ( ) )

SetRealOrders Source code

function SetRealOrders ( name NewOrders, Actor NewOrdersObject, Object NewOrderGiver ) )

ShareWith @RoamingState Source code

function ShareWith ( Pawn Other ) )

ShouldDeferTo Source code

function bool ShouldDeferTo ( Controller Other ) )

ShouldDestroyNPC Source code

function bool ShouldDestroyNPC ( ) )

ShouldGiveUpHunting Source code

function bool ShouldGiveUpHunting ( ) )

UseTacticalJumps Source code

function bool UseTacticalJumps ( ) )

WeaponPreference Source code

function float WeaponPreference ( Weapon W ) )

YellAt Source code

function YellAt ( Pawn Moron ) )


Defaultproperties

defaultproperties
{
	VictoryDanceOdds=0.250000
	RateCurrentWeaponChecks=0.500000
	RateBestWeaponChecks=1.000000
	RateBestWeaponChecksEnemy=0.500000
	MaxAffectedByHitTime=0.250000
	MaxAffectedByAcquisitionTime=0.500000
	TryToHitInstantBaseOddsMin=0.250000
	TryToHitInstantBaseOddsMax=1.000000
	TryToHitProjectileBaseOddsMin=0.500000
	TryToHitTossedBaseOddsMin=0.500000
	bIsPlayer=true
	bIsBot=true
	bShouldPossess=false
	PlayerReplicationInfoClass=Class'U2.U2BotReplicationInfo'
     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 10:48:34.921 - Created with UnCodeX