U2AIOld.U2NPCControllerBotOld
- Extends
- U2NPCControllerAdvancedOld
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
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+-- U2AIOld.U2NPCControllerBotOld
Direct Known Subclasses:
U2NPCControllerBotSP
Inherited Contants from U2AIOld.U2NPCControllerBaseOld |
AttackingState, ContinueWanderLabel, FallingState, FallLongLabel, FallSpecialLabel, FireWhileFallingLabel, HoldReachedDistance2D, HoldReachedDistanceSquared2D, LandedLabel, MinMoveSpeedMultiplier, NonRangedFireTimerName, PausingLabel, PlayOutLabel, SplashLabel, TakeHitLabel, TakeHitState |
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 |
| float | AdjustDesireFor (Pickup P ))
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| | AmbushClearOtherSpots ()))
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| bool | AmmoReadyForAction (U2Weapon U2W ))
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| | BeginState ())) @AttackRetreatState |
| | BeginState ())) @DeadState |
| | CallForHelp ()))
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| bool | CanHelp ())) @RoamingState |
| bool | CanRespawn ()))
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| bool | DeferTo (Controller Other ))
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| bool | FindSpecialAttraction ()))
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| | GameRelatedKilled (Controller Killer, Controller Killed, Pawn KilledPawn, class DamageType ))
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| name | GetOrders ()))
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| Actor | GetOrdersObject ()))
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| name | GetRealOrders ()))
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| bool | GetShouldUseDeviousTactics (float BaseSkill, float BaseOdds ))
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| | HandleEnemyKilledSafe (Controller Killer, Pawn KilledEnemy ))
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| bool | HandleFriendlyBumps ()))
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| | HandleHelpMessageFrom (Controller Other ))
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| | HandleOrdersAttack ()))
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| | HandleTeamGameStuff ())) @RoamingState |
| | InitPlayerReplicationInfo ()))
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| bool | InventoryReadyForAction ()))
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| | MaybeClearHuntingEnemy ())) @AttackHuntState |
| | ModifyInventorySpotMoveTarget ())) @RoamingState |
| | ModifyMoveTarget ())) @RoamingState |
| | PickDestination ())) @RoamingState |
| bool | PickHuntDestination ())) @RoamingState |
| bool | PickSpecialDestination ())) @RoamingState |
| | PostBeginPlay ()))
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| bool | PreparedToHunt ()))
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| bool | ReadyForAction ()))
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| bool | ReadyForOrders ()))
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| | Restart ()))
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| | RestoreRealOrders ()))
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| | SendMessage (PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait, name BroadcastType ))
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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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| | SetAlertness (float NewAlertness ))
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| | SetAttractionState ()))
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| bool | SetHuntDestination (Actor TargetActor )) @RoamingState |
| | SetPeripheralVision ()))
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| | SetRealOrders (name NewOrders, Actor NewOrdersObject, Object NewOrderGiver ))
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| | ShareWith (Pawn Other )) @RoamingState |
| bool | ShouldDeferTo (Controller Other ))
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| bool | ShouldDestroyNPC ()))
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| bool | ShouldGiveUpHunting ()))
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| bool | UseTacticalJumps ()))
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| float | WeaponPreference (Weapon W ))
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| | YellAt (Pawn Moron ))
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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 |
var float LastAttractCheck;
var int OldMessageID;
var name OldMessageType;
var float VictoryDanceOdds;
function float AdjustDesireFor (
Pickup P ) )
function AmbushClearOtherSpots ( ) )
function bool AmmoReadyForAction (
U2Weapon U2W ) )
BeginState @AttackRetreatState Source code
event BeginState ( ) )
event BeginState ( ) )
function CallForHelp ( ) )
function bool CanHelp ( ) )
function bool CanRespawn ( ) )
function bool FindSpecialAttraction ( ) )
function name GetOrders ( ) )
function Actor GetOrdersObject ( ) )
function name GetRealOrders ( ) )
GetShouldUseDeviousTactics Source code
function bool GetShouldUseDeviousTactics ( float BaseSkill, float BaseOdds ) )
function HandleEnemyKilledSafe (
Controller Killer,
Pawn KilledEnemy ) )
function bool HandleFriendlyBumps ( ) )
function HandleHelpMessageFrom (
Controller Other ) )
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 ( ) )
event PostBeginPlay ( ) )
function bool PreparedToHunt ( ) )
function bool ReadyForAction ( ) )
function bool ReadyForOrders ( ) )
function Restart ( ) )
function RestoreRealOrders ( ) )
function SendMessage (
PlayerReplicationInfo Recipient,
name MessageType,
byte MessageID,
float Wait,
name BroadcastType ) )
SendMessageAcknowledgeOrders Source code
function SendMessageAcknowledgeOrders (
Controller OrderGiver,
float Wait ) )
function SendMessageInPosition ( float Wait ) )
function SendMessageNearPoint (
Pawn Point,
float Wait ) )
function SetAlertness ( float NewAlertness ) )
function SetAttractionState ( ) )
SetHuntDestination @RoamingState Source code
function bool SetHuntDestination (
Actor TargetActor ) )
function SetPeripheralVision ( ) )
function SetRealOrders (
name NewOrders,
Actor NewOrdersObject,
Object NewOrderGiver ) )
ShareWith @RoamingState Source code
function ShareWith (
Pawn Other ) )
function bool ShouldDeferTo (
Controller Other ) )
function bool ShouldDestroyNPC ( ) )
function bool ShouldGiveUpHunting ( ) )
function bool UseTacticalJumps ( ) )
function float WeaponPreference (
Weapon W ) )
function YellAt (
Pawn Moron ) )
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