U2Pawns.SkaarjController
- Extends
- U2NPCControllerBasic
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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+-- U2AI.U2NPCControllerBase
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+-- U2AI.U2NPCControllerBasic
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+-- U2Pawns.SkaarjController
Direct Known Subclasses:
SkaarjHeavyController
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 |
| | BeginState ())) @AttackLeapState |
| | BeginState ())) @WanderingState |
| bool | CanDefend ())) @AttackLeapState |
| bool | CanDefend ())) @AttackMeleeState |
| bool | CanDefend ())) @DodgingState |
| bool | CanDefend ())) @FindAirState |
| bool | CanDefend ())) @HandleInvalidLandingState |
| bool | CanDefend ())) @HatchedState |
| bool | CanDefend ())) @ImpalingState |
| bool | CanDefend ())) @KnockdownState |
| bool | CanDefend ())) @LandedHardState |
| bool | CanDefend ())) @WanderingPanicState |
| bool | CanDoRagdollHit ())) @HatchedState |
| bool | CanFire (bool bTest )) @HatchedState |
| | DefensiveModeBegin ())) @HatchedState |
| bool | DefensiveModeDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType )) @HatchedState |
| | DefensiveModeEnd (bool bCanTaunt )) @HatchedState |
| | DefensiveModeTimer ())) @HatchedState |
| | Destroyed ())) @HatchedState |
| | EndState ())) @WanderingState |
| | eventTakeDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType )) @HatchedState |
| | FinishedLeap ())) @AttackLeapState |
| vector | GetGloveLocation (bool bLeft )) @HatchedState |
| float | GetMoveSpeed (optional vector TargetLocation )) @HatchedState |
| ETacticalMoveType | GetTacticalMoveType ())) @HatchedState |
| | HandleDeflection (bool bLeft )) @HatchedState |
| | HandleRandomSoundTimer ())) @HatchedState |
| | ReflectNotify (name NotifyName )) @HatchedState |
| | ShotFiredNotification (Pawn Shooter, vector FireDir, class<Projectile> ProjectileClass, float ProjSpeed )) @HatchedState |
| | 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 |
DefendingSpecialParamName Source code
const DefendingSpecialParamName = 'defending';
const DefendLeftNotify = 'defendleft';
const DefendRightNotify = 'defendright';
DefensiveModeTimerName Source code
const DefensiveModeTimerName = 'DefensiveModeTimer';
var bool bDefensiveMode;
var float LastDefensiveHitTime;
var float LastTauntTime;
SkaarjController
CosMinDefensiveModeAngle Source code
DefensiveRicochetSounds Source code
MinDefensiveModeDuration Source code
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 ( ) )
function bool CanFire ( bool bTest ) )
DefensiveModeBegin @HatchedState Source code
function DefensiveModeBegin ( ) )
DefensiveModeDamage @HatchedState Source code
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
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
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
{
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