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U2Pawns.SkaarjHeavyController

Extends
SkaarjController

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

Constants Summary
Inherited Contants from U2Pawns.SkaarjController
DefendingSpecialParamName, DefendLeftNotify, DefendRightNotify, DefensiveModeTimerName
Inherited Contants from U2AI.U2NPCControllerBasic
CrouchStanceChangeDuration, FakeNotifyLeapBeginTimerName, FreezeNPCHackTimerName, LeapBeginNotify, MinImpaleCos, ProneStanceChangeDuration, StayNotify

Variables Summary
boolbSingleShot
intMultiShotCount
intNumMultiShots
intNumSingleShots
U2SkaarjHeavyU2SH
SkaarjHeavyController
floatSingleShotOdds
Inherited Variables from U2Pawns.SkaarjController
bCanDefend, bDefensiveMode, CosMinDefensiveModeAngle, DefensiveEffect, DefensiveRicochetSounds, DefensiveSounds, LastDefensiveHitTime, LastTauntTime, MinDefensiveModeDuration, PreSpawnEffect
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

Functions Summary
function FireShot (byte bUseAltMode ))
functionvector GetTargetLocation (Actor TargetActor, bool bLOSToTarget, bool bTossed, vector LastEnemySeenLocation, float TimeSinceLastSeen ))
function Possess (Pawn P ))
Inherited Functions from U2Pawns.SkaarjController
BeginState, CanDefend, CanDoRagdollHit, CanFire, DefensiveModeBegin, DefensiveModeDamage, DefensiveModeEnd, DefensiveModeTimer, Destroyed, EndState, eventTakeDamage, FinishedLeap, GetGloveLocation, GetMoveSpeed, GetTacticalMoveType, HandleDeflection, HandleRandomSoundTimer, ReflectNotify, ShotFiredNotification, TauntTimer
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


Variables Detail

bSingleShot Source code

var bool bSingleShot;

MultiShotCount Source code

var int MultiShotCount;

NumMultiShots Source code

var int NumMultiShots;

NumSingleShots Source code

var int NumSingleShots;

U2SH Source code

var U2SkaarjHeavy U2SH;

SkaarjHeavyController

SingleShotOdds Source code

var(SkaarjHeavyController) float SingleShotOdds;


Functions Detail

FireShot Source code

function FireShot ( byte bUseAltMode ) )

GetTargetLocation Source code

function vector GetTargetLocation ( Actor TargetActor, bool bLOSToTarget, bool bTossed, vector LastEnemySeenLocation, float TimeSinceLastSeen ) )

Possess Source code

function Possess ( Pawn P ) )


Defaultproperties

defaultproperties
{
	SingleShotOdds=0.500000
     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"
	bCanDefend=false
     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 10:48:32.712 - Created with UnCodeX