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U2Pawns.U2AraknidControllerHeavy

Extends
U2AraknidController

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller
      |   
      +-- Engine.LicenseeController
         |   
         +-- Engine.AIController
            |   
            +-- U2.U2NPCController
               |   
               +-- U2AI.U2NPCControllerScriptable
                  |   
                  +-- U2AI.U2NPCControllerShared
                     |   
                     +-- U2AI.U2NPCControllerBase
                        |   
                        +-- U2AI.U2NPCControllerBasic
                           |   
                           +-- U2Pawns.U2AraknidController
                              |   
                              +-- U2Pawns.U2AraknidControllerHeavy

Constants Summary
SpinAttackLabel='SpinAttackLabel'
Inherited Contants from U2Pawns.U2AraknidController
AdjustDistanceLabel, KeepAdjustingLabel, MaxGetNearCorpseAttempts, NoTargetLabel, Threshold, WaitForTargetLandingLabel
Inherited Contants from U2AI.U2NPCControllerBasic
CrouchStanceChangeDuration, FakeNotifyLeapBeginTimerName, FreezeNPCHackTimerName, LeapBeginNotify, MinImpaleCos, ProneStanceChangeDuration, StayNotify

Variables Summary
boolbSpinning
U2AraknidHeavyU2AH
Inherited Variables from U2Pawns.U2AraknidController
GoalDistance
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
functionbool AdjustAim (class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash ))
@AttackFallbackState
functionbool AdjustAim (class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash ))
@AttackStationaryState
functionbool CanAttemptLeapAttack ()))
@EnemyKilledState
functionbool CanFire (bool bTest ))
@AttackFallbackState
functionbool CanFire (bool bTest ))
@AttackLeapState
functionbool CanFire (bool bTest ))
@EnemyKilledState
functionbool CanFirePods ()))
@EnemyKilledState
functionbool CanFireShockwave ()))
@AttackFallbackState
functionbool CanFireShockwave ()))
@AttackStationaryState
functionbool CanFireShockwave ()))
@EnemyKilledState
functionbool CanFireSperm ()))
@EnemyKilledState
function DoSpinAttack ()))
@AttackFallbackState
event EndState ()))
@AttackFallbackState
function eventEnemyNotVisible ()))
@AttackStationaryState
function FinishedLeap ()))
@AttackLeapState
function FirePods ()))
@EnemyKilledState
function FireShockwave ()))
@EnemyKilledState
function FireShot (byte bUseAltMode ))
@AttackFallbackState
function FireShot (byte bUseAltMode ))
@EnemyKilledState
function FireSperm ()))
@EnemyKilledState
functionActor GetFinalDestinationActor ()))
@AttackFallbackState
function HandleReachedOrdersObject ()))
@AttackFallbackState
functionbool NumTeammatesWithinLimits (optional float Radius ))
@EnemyKilledState
function Possess (Pawn P ))
@EnemyKilledState
functionbool ShouldAbortState ()))
@AttackStationaryState
function SpecialDeathHandling (Pawn KilledPawn)
@EnemyKilledState
function StartSpinning ()))
@AttackFallbackState
function StopSpinning ()))
@AttackFallbackState
Inherited Functions from U2Pawns.U2AraknidController
AllowFriendlyBumpStateChanges, BeginState, EndState, EnemyAcquired, GetAdjustDistanceDestination, GetNextRandomSoundTime, HandleEnemyKilledSafe, OKToHit
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

States Summary
@AttackFallbackState Source code
state @AttackFallbackState
AdjustAim, CanFire, CanFireShockwave, Destroyed, DoSpinAttack, EndState, FireShot, GetFinalDestinationActor, HandleReachedOrdersObject, HandleSetMoveTargetError, NavigationError, StartSpinning, StopSpinning, Trigger
@AttackLeapState Source code
state @AttackLeapState
CanFire, FinishedLeap
@AttackStationaryState Source code
state @AttackStationaryState
AdjustAim, CanFireShockwave, eventEnemyNotVisible, ShouldAbortState


Constants Detail

SpinAttackLabel Source code

const SpinAttackLabel = 'SpinAttackLabel';


Variables Detail

bSpinning Source code

var bool bSpinning;

U2AH Source code

var U2AraknidHeavy U2AH;


Functions Detail

AdjustAim @AttackFallbackState Source code

function bool AdjustAim ( class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash ) )

AdjustAim @AttackStationaryState Source code

function bool AdjustAim ( class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash ) )

CanAttemptLeapAttack @EnemyKilledState Source code

function bool CanAttemptLeapAttack ( ) )

CanFire @AttackFallbackState Source code

function bool CanFire ( bool bTest ) )

CanFire @AttackLeapState Source code

function bool CanFire ( bool bTest ) )

CanFire @EnemyKilledState Source code

function bool CanFire ( bool bTest ) )

CanFirePods @EnemyKilledState Source code

function bool CanFirePods ( ) )

CanFireShockwave @AttackFallbackState Source code

function bool CanFireShockwave ( ) )

CanFireShockwave @AttackStationaryState Source code

function bool CanFireShockwave ( ) )

CanFireShockwave @EnemyKilledState Source code

function bool CanFireShockwave ( ) )

CanFireSperm @EnemyKilledState Source code

function bool CanFireSperm ( ) )

DoSpinAttack @AttackFallbackState Source code

function DoSpinAttack ( ) )

EndState @AttackFallbackState Source code

event EndState ( ) )

eventEnemyNotVisible @AttackStationaryState Source code

function eventEnemyNotVisible ( ) )

FinishedLeap @AttackLeapState Source code

function FinishedLeap ( ) )

FirePods @EnemyKilledState Source code

function FirePods ( ) )

FireShockwave @EnemyKilledState Source code

function FireShockwave ( ) )

FireShot @AttackFallbackState Source code

function FireShot ( byte bUseAltMode ) )

FireShot @EnemyKilledState Source code

function FireShot ( byte bUseAltMode ) )

FireSperm @EnemyKilledState Source code

function FireSperm ( ) )

GetFinalDestinationActor @AttackFallbackState Source code

function Actor GetFinalDestinationActor ( ) )

HandleReachedOrdersObject @AttackFallbackState Source code

function HandleReachedOrdersObject ( ) )

NumTeammatesWithinLimits @EnemyKilledState Source code

function bool NumTeammatesWithinLimits ( optional float Radius ) )

Possess @EnemyKilledState Source code

function Possess ( Pawn P ) )

ShouldAbortState @AttackStationaryState Source code

function bool ShouldAbortState ( ) )

SpecialDeathHandling @EnemyKilledState Source code

function SpecialDeathHandling ( Pawn KilledPawn )

StartSpinning @AttackFallbackState Source code

function StartSpinning ( ) )

StopSpinning @AttackFallbackState Source code

function StopSpinning ( ) )


Defaultproperties

defaultproperties
{
     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 10:48:33.498 - Created with UnCodeX