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U2Pawns.SkaarjController

Extends
U2NPCControllerBasic

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller
      |   
      +-- Engine.LicenseeController
         |   
         +-- Engine.AIController
            |   
            +-- U2.U2NPCController
               |   
               +-- U2AI.U2NPCControllerScriptable
                  |   
                  +-- U2AI.U2NPCControllerShared
                     |   
                     +-- U2AI.U2NPCControllerBase
                        |   
                        +-- U2AI.U2NPCControllerBasic
                           |   
                           +-- U2Pawns.SkaarjController

Direct Known Subclasses:

SkaarjHeavyController

Constants Summary
DefendingSpecialParamName='defending'
DefendLeftNotify='defendleft'
DefendRightNotify='defendright'
DefensiveModeTimerName='DefensiveModeTimer'
Inherited Contants from U2AI.U2NPCControllerBasic
CrouchStanceChangeDuration, FakeNotifyLeapBeginTimerName, FreezeNPCHackTimerName, LeapBeginNotify, MinImpaleCos, ProneStanceChangeDuration, StayNotify
Inherited Contants from U2AI.U2NPCControllerBase
AdjustAgainDelay, AvoidedBumpWaitTime, HoldReachedDistance2D, HoldReachedDistanceSquared2D, RandomSoundTimerName

Variables Summary
boolbDefensiveMode
floatLastDefensiveHitTime
floatLastTauntTime
SkaarjController
boolbCanDefend
floatCosMinDefensiveModeAngle
ParticleGeneratorDefensiveEffect
array<string>DefensiveRicochetSounds
array<string>DefensiveSounds
floatMinDefensiveModeDuration
ParticleGeneratorPreSpawnEffect
Inherited Variables from U2AI.U2NPCControllerBasic
Aggressiveness, AlertTime, AmbushSpot, bAcceptedState, bChangeDir, bDeviousHunting, bDodgeFinished, BehaviorController, BehaviorControllerClass, bExecuteOrders, bFireFalling, bFrustrated, bInitiatingAttack, bKamikaze, bLeaping, bLeapNotifyTimeSet, BlockedPath, bMeleeDamagedTarget, bShowOrdersObjects, bSmartAboutTurrets, bSniping, bStationary, bStrafeDir, bTriedLastDetectedLocation, DefaultAcquisitionState, DefaultDeadLockedState, DefaultImmobileAttackState, DefaultImmobileState, DestinationResult, ExecuteOrdersThreshold, HidingSpot, ImpaleVictim, LastBumpDamageTime, LastInvFind, LastSpecialDestinationCheck, LeapLastHitWallNormal, LeapLastHitWallTime, LeapMinHitWallDelay, MaxFallbackNoDetectTime, MaxHuntTime, MeleeEndTime, NextLeapTime, OldCheckBehaviorDelay, OldCheckMetaStateDelay, OldControllerEnemy, OrderGiver, Orders, OrdersObject, OrdersThreshold, PendingLeapRotation, PendingLeapSpeed, RealLastDetectedLocation, RefireDelay, StartDodgeTime, StartTurnTime, StateStartLocation, StationarySpot, VerifyCoverRate
Inherited Variables from U2AI.U2NPCControllerBase
BaseAcquisitionLabel, BaseAcquisitionState, bDistressedWanderingSaved, bIsPaused, bProbeActorRangeTransition, bProbeEnemyInLeapRange, bProbeEnemyInMeleeRange, bProbeEnemyInvalid, bProbeEnemyNotInMeleeRange, bProbeEnemyNotVisible, bProbeEnemyRangeTransition, bProbeHearNoise, bProbeNotifyBump, bProbeSeeAlertFriend, bProbeSeeEnemy, bProbeSeeFriend, bProbeSeeOther, bSavedWanderingParameters, bWanderFixed, LastPainAnim, LastRandomSoundTime, MaxWanderAttempts, MaxWanderFallbackTypes, NextAdjustPositionTime, NextScriptedMoveTime, PotentialFocalPoint, TimeSinceBeginState, WalkingPctSaved, WanderDirection, WanderMinAdjustedSizeSaved, WanderMoveSpeed, WanderPauseOddsSaved, WanderSpeedMaxSaved, WanderSpeedMinSaved, WanderSpreadAngleSaved, WanderTurnToDestinationOddsSaved

Functions Summary
event BeginState ()))
@AttackLeapState
event BeginState ()))
@WanderingState
functionbool CanDefend ()))
@AttackLeapState
functionbool CanDefend ()))
@AttackMeleeState
functionbool CanDefend ()))
@DodgingState
functionbool CanDefend ()))
@FindAirState
functionbool CanDefend ()))
@HandleInvalidLandingState
functionbool CanDefend ()))
@HatchedState
functionbool CanDefend ()))
@ImpalingState
functionbool CanDefend ()))
@KnockdownState
functionbool CanDefend ()))
@LandedHardState
functionbool CanDefend ()))
@WanderingPanicState
functionbool CanDoRagdollHit ()))
@HatchedState
functionbool CanFire (bool bTest ))
@HatchedState
function DefensiveModeBegin ()))
@HatchedState
functionbool DefensiveModeDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
@HatchedState
function DefensiveModeEnd (bool bCanTaunt ))
@HatchedState
function DefensiveModeTimer ()))
@HatchedState
event Destroyed ()))
@HatchedState
event EndState ()))
@WanderingState
function eventTakeDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
@HatchedState
function FinishedLeap ()))
@AttackLeapState
functionvector GetGloveLocation (bool bLeft ))
@HatchedState
functionfloat GetMoveSpeed (optional vector TargetLocation ))
@HatchedState
functionETacticalMoveType GetTacticalMoveType ()))
@HatchedState
function HandleDeflection (bool bLeft ))
@HatchedState
function HandleRandomSoundTimer ()))
@HatchedState
function ReflectNotify (name NotifyName ))
@HatchedState
function ShotFiredNotification (Pawn Shooter, vector FireDir, class<Projectile> ProjectileClass, float ProjSpeed ))
@HatchedState
function TauntTimer ()))
@HatchedState
Inherited Functions from U2AI.U2NPCControllerBasic
AbortedLeap, AdjustAim, AssignCoverSpot, BCBlockFiring, BCStartFiring, BeginState, BlockFiring, CanAttemptLeapAttack, CanDodge, CanDoRagdollHit, CanFire, CanImpale, CanStakeOut, CanUseStillAnimations, ChangeDestination, CheckBehaviorEnabled, CheckHoldActor, ClearCoverSpot, ClearHoldSpots, ClearOrders, ClearReferencesTo, CloseRequiresPathing, ContinueStakeOut, DamageAttitudeTo, DeferTo, Destroyed, DetermineOrdersTransition, DoLeapAttack, EndPanic, EndState, EnemyAcquired, EnemyInLeapRange, EnemyInMeleeRange, EnemyInvalid, EnemyNotInMeleeRange, EnemyRangeTransition, eventAutoBegin, eventBumpAll, eventBumpEnemy, eventBumpFriend, eventEnemyNotVisible, eventHearNoiseThreat, eventSeeEnemy, eventSeeOther, eventTakeDamage, eventTookDamage, ExecuteDodge, FaceTarget, FakeNotifyLeapBeginTimer, FearThisSpot, FindAlternativeClosePath, FindCoverActor, FindRetreatDestination, FindSpecialAttraction, FindViewSpot, FinishedLeap, FireAt, FireShot, FreezeNPCHackTimer, FriendlyBumpSpecial, GetAttackStyle, GetCurrentFireRate, GetDefenseStyle, GetDodgeSpeed, GetExtendedStateInformation, GetExtraWanderDistance, GetFinalDestinationActor, GetHoldActor, GetLeapDamage, GetLeapHighParameters, GetLeapLowParameters, GetLeapMaxParameters, GetLeapMomentumTransfer, GetLeapParameters, GetMetaStateName, GetMetaStateNameShort, GetOrderGiver, GetOrders, GetOrdersObject, GetOrdersThreshold, GetPossibleFiringLocation, GetPredictedCloseLocation, GetReachedDestinationDistance, GetReactionToEnemy, GetShouldUseDeviousTactics, GetSpecialGoal, GetSpecifiedFireRate, GetTacticalMoveType, GetTarget, HandleBump, HandleBumpedByEnemy, HandledInvalidLanding, HandleEnemyInvalid, HandleEnemyKilledSafe, HandleEnemyKilledUnSafe, HandleFinishedRotation, HandleFriendDead, HandleHoldAtDestination, HandleIncoming, HandleKnockDown, HandlePanic, HandleReachedOrdersObject, HandleRecoveredEnemy, HasInstantHitAttack, HasReachedOrdersObject, HasSquadOrders, IgnoreTargetRange, ImpaleAttack, ImpaleAttackAbort, ImpaleAttackAnimationAbort, ImpaleMountVictim, ImpalePawn, ImpaleSetLaunchVector, ImpaleUnMountVictim, InitializeState, IsFacingTarget, IsFiring, IsImpaling, IsMeleeAttacking, IsMobile, IsPreparedToFire, IsPreparedToMelee, IsRepeatFire, IsStationary, KeepAttacking, KnockDownAnim, MaybeAcquireEnemy, MaybeAlertOthers, MaybeClearHuntingEnemy, MaybeFire, MaybeSetEnemy, MayFall, MeleeAttack, MeleeAttackAbort, MeleeDamageTimer, NotifyHeadVolumeChange, NotifyHitWall, NotifyKilled, NotifyLanded, NotifyLeapBegin, NotifyMeleeDamagedEnemy, NotifyMetaStateChange, NotifyTakeHit, OKToHit, OverrideSpecialAttraction, PawnIsInPain, PickDestination, PickNextSpot, PlayFriendDeadSound, PlayRandomSound, Possess, PossessStartup, PriorityObjective, ProcessOrders, ProcessOrdersFollow, ProcessOrdersGoto, ProcessOrdersHold, ProcessOrdersNone, ProcessOrdersSquad, RangedAttackAbort, ReachedHome, ReduceThreat, ReflectNotify, ResetGlobalAISettings, Restart, RestoreCanStrafe, SetChargeDestination, SetCurrentCoverSpot, SetExecuteOrders, SetFall, SetFocus, SetOrders, SetOrdersObject, SetPeripheralVision, SetSpecialAnim, SetStationary, SetValidFiringLocation, SetWanderMoveSpeed, SharedTimerEvent, ShotFiredNotification, ShouldAbortState, ShouldClearSpecialColliders, ShouldDeferTo, ShouldGiveUpHunting, ShouldTryToLead, ShouldWanderPause, SpawnShotTimer, SpecialDeathHandling, SpecialHuntDestination, SplashDamageAttack, SplashJump, StartFalling, StopFearingEnemy, StopFiringBase, StopFiringUpdate, StrafeFromDamage, TestAimLocation, TestCanJump, Tick, TimeSinceTargetLastSeen, TrySplashDamageAttack, TryStrafe, TryToCloseDodge, TryToDodge, TryToFindCover, TryToHit, UnImpalePawn, UpdateEnemy, UpdateOrders, UpdateRetreatBehavior, UpdateStance, UpdateTacticalMoveBehavior, UseTacticalJumps, VerifyCoverSpot, VerifyStateChange, WanderAfterFriendlyBumpExtra
Inherited Functions from U2AI.U2NPCControllerBase
ActorRangeTransition, AllowFriendlyBumpStateChanges, AllowHitSounds, AnimEnd, AvoidFriendlyBump, BeginState, CanDodge, CanFire, CanKillIfStuck, CanTeleportIfStuck, ClampVerticalComponent, DamageAttitudeTo, DeferTo, Desireability, Destroyed, DialogEnd, DialogPause, DialogSetEndingFocus, DialogSetFocus, DialogUnPause, DoPanicSounds, DumpAIEvents, EnableProbeEvent, EndPanic, EndPanicSound, EndState, EnemyAcquired, eventAutoBegin, eventBumpEnemy, eventTakeDamage, eventTookDamage, FellOutOfWorld, FinishedRotation, Freeze, GetDestinationVector, GetExtraWanderDistance, GetFlyingMoveSpeed, GetModifiedMoveSpeed, GetMoveSpeed, GetNextRandomSoundTime, GetReactionToEnemy, GetRecentAutoEndTime, GetStateInfoString, GetStepDownDestination, GetSwimmingMoveSpeed, GetTacticalMoveType, GetWalkingMoveSpeed, GetWanderDirection, GetWanderDirectionFlying, GetWanderDirectionSwimming, GetWanderDirectionWalking, GetWanderDistanceModifier, HandleDestinationReached, HandledInvalidLanding, HandleFinishedRotation, HandlePanic, HandleRandomSoundTimer, InitializeEvents, InitializeState, IsDialogPaused, IsFrozen, IsMobile, LandedHardDone, MaybeAvoidFriendlyBump, NotifyHeadVolumeChange, NotifyHitWall, NotifyInvalidLanding, NotifyLanded, NotifyPhysicsVolumeChange, NotifyUnuse, NotifyValidLanding, PickDestination, PlayRandomSound, Possess, PossessStartup, PreparedForDialog, RandomSoundTimer, RestoreCanStrafe, RestoreWanderingParameters, SaveWanderingParameters, SeeAlertFriend, SeeFriend, SetDestination, SetEvents, SetRandomSoundTimer, SetSpecialGoal, SetWanderingPanicParameters, SetWanderMoveSpeed, ShouldWanderPause, StartFalling, StartFriendlyPanicSound, StartPanicSound, Tick, TurnToActor, UnFreeze, UnuseActor, UpdateEnemy, UseActor, WanderDidMoveSpecialHandling, WanderPauseSpecialAnimation, WanderPauseSpecialHandling

States Summary
@AttackLeapState Source code
state @AttackLeapState
BeginState, CanDefend, FinishedLeap
@AttackMeleeState Source code
state @AttackMeleeState
CanDefend
@DodgingState Source code
state @DodgingState
CanDefend
@FindAirState Source code
state @FindAirState
CanDefend
@HandleInvalidLandingState Source code
state @HandleInvalidLandingState
CanDefend
@ImpalingState Source code
state @ImpalingState
CanDefend
@KnockdownState Source code
state @KnockdownState
CanDefend
@LandedHardState Source code
state @LandedHardState
CanDefend
@WanderingPanicState Source code
state @WanderingPanicState
CanDefend
@WanderingState Source code
state @WanderingState
BeginState, EndState


Constants Detail

DefendingSpecialParamName Source code

const DefendingSpecialParamName = 'defending';

DefendLeftNotify Source code

const DefendLeftNotify = 'defendleft';

DefendRightNotify Source code

const DefendRightNotify = 'defendright';

DefensiveModeTimerName Source code

const DefensiveModeTimerName = 'DefensiveModeTimer';


Variables Detail

bDefensiveMode Source code

var bool bDefensiveMode;

LastDefensiveHitTime Source code

var float LastDefensiveHitTime;

LastTauntTime Source code

var float LastTauntTime;

SkaarjController

bCanDefend Source code

var(SkaarjController) bool bCanDefend;

CosMinDefensiveModeAngle Source code

var(SkaarjController) float CosMinDefensiveModeAngle;

DefensiveEffect Source code

var(SkaarjController) ParticleGenerator DefensiveEffect;

DefensiveRicochetSounds Source code

var(SkaarjController) array<string> DefensiveRicochetSounds;

DefensiveSounds Source code

var(SkaarjController) array<string> DefensiveSounds;

MinDefensiveModeDuration Source code

var(SkaarjController) float MinDefensiveModeDuration;

PreSpawnEffect Source code

var(SkaarjController) ParticleGenerator PreSpawnEffect;


Functions Detail

BeginState @AttackLeapState Source code

event BeginState ( ) )

BeginState @WanderingState Source code

event BeginState ( ) )

CanDefend @AttackLeapState Source code

function bool CanDefend ( ) )

CanDefend @AttackMeleeState Source code

function bool CanDefend ( ) )

CanDefend @DodgingState Source code

function bool CanDefend ( ) )

CanDefend @FindAirState Source code

function bool CanDefend ( ) )

CanDefend @HandleInvalidLandingState Source code

function bool CanDefend ( ) )

CanDefend @HatchedState Source code

function bool CanDefend ( ) )

CanDefend @ImpalingState Source code

function bool CanDefend ( ) )

CanDefend @KnockdownState Source code

function bool CanDefend ( ) )

CanDefend @LandedHardState Source code

function bool CanDefend ( ) )

CanDefend @WanderingPanicState Source code

function bool CanDefend ( ) )

CanDoRagdollHit @HatchedState Source code

function bool CanDoRagdollHit ( ) )

CanFire @HatchedState Source code

function bool CanFire ( bool bTest ) )

DefensiveModeBegin @HatchedState Source code

function DefensiveModeBegin ( ) )

DefensiveModeDamage @HatchedState Source code

function bool DefensiveModeDamage ( int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class<DamageType> DamageType ) )

DefensiveModeEnd @HatchedState Source code

function DefensiveModeEnd ( bool bCanTaunt ) )

DefensiveModeTimer @HatchedState Source code

function DefensiveModeTimer ( ) )

Destroyed @HatchedState Source code

event Destroyed ( ) )

EndState @WanderingState Source code

event EndState ( ) )

eventTakeDamage @HatchedState Source code

function eventTakeDamage ( int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class<DamageType> DamageType ) )

FinishedLeap @AttackLeapState Source code

function FinishedLeap ( ) )

GetGloveLocation @HatchedState Source code

function vector GetGloveLocation ( bool bLeft ) )

GetMoveSpeed @HatchedState Source code

function float GetMoveSpeed ( optional vector TargetLocation ) )

GetTacticalMoveType @HatchedState Source code

function ETacticalMoveType GetTacticalMoveType ( ) )

HandleDeflection @HatchedState Source code

function HandleDeflection ( bool bLeft ) )

HandleRandomSoundTimer @HatchedState Source code

function HandleRandomSoundTimer ( ) )

ReflectNotify @HatchedState Source code

function ReflectNotify ( name NotifyName ) )

ShotFiredNotification @HatchedState Source code

function ShotFiredNotification ( Pawn Shooter, vector FireDir, class<Projectile> ProjectileClass, float ProjSpeed ) )

TauntTimer @HatchedState Source code

function TauntTimer ( ) )


Defaultproperties

defaultproperties
{
	DefensiveEffect=ParticleSalamander'Impact_Metal_AR.ParticleSalamander0'
	PreSpawnEffect=ParticleSalamander'skaarj_fx.ParticleSalamander8'
     DefensiveSounds(0)="U2WeaponsA.BulletImpacts.BulletMetal01"
     DefensiveSounds(1)="U2WeaponsA.BulletImpacts.BulletMetal02"
     DefensiveSounds(2)="U2WeaponsA.BulletImpacts.BulletMetal04"
     DefensiveSounds(3)="U2WeaponsA.BulletImpacts.RicMetal01"
     DefensiveSounds(4)="U2WeaponsA.BulletImpacts.RicMetal09"
     DefensiveRicochetSounds(0)="U2WeaponsA.BulletImpacts.RicMetal01"
     DefensiveRicochetSounds(1)="U2WeaponsA.BulletImpacts.RicMetal09"
     DefensiveRicochetSounds(2)="U2WeaponsA.BulletImpacts.RicMetal13"
	MinDefensiveModeDuration=0.250000
	bCanDefend=true
	CosMinFacingTargetAngle=0.000000
     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 10:48:32.705 - Created with UnCodeX