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U2Pawns.U2DrakkBossController

Extends
U2NPCControllerBasic

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller
      |   
      +-- Engine.LicenseeController
         |   
         +-- Engine.AIController
            |   
            +-- U2.U2NPCController
               |   
               +-- U2AI.U2NPCControllerScriptable
                  |   
                  +-- U2AI.U2NPCControllerShared
                     |   
                     +-- U2AI.U2NPCControllerBase
                        |   
                        +-- U2AI.U2NPCControllerBasic
                           |   
                           +-- U2Pawns.U2DrakkBossController

Constants Summary
ReturnToBaseState='ReturnToBase'
SpinningDeathState='SpinningDeath'
Inherited Contants from U2AI.U2NPCControllerBasic
CrouchStanceChangeDuration, FakeNotifyLeapBeginTimerName, FreezeNPCHackTimerName, LeapBeginNotify, MinImpaleCos, ProneStanceChangeDuration, StayNotify
Inherited Contants from U2AI.U2NPCControllerBase
AdjustAgainDelay, AvoidedBumpWaitTime, HoldReachedDistance2D, HoldReachedDistanceSquared2D, RandomSoundTimerName

Variables Summary
boolbAttached
boolbElectricActive
boolbPreventDamage
ParticleRadiatorDamageEffect
floatElectricDistance
ActorHomeActor
floatLiteBriteTimer
U2DrakkBossLowerPawn
floatSpinningTimer
ElectricGeneratorUpperLeftElectric
ElectricGeneratorUpperRightElectric
intWingBoneDisabled
U2DrakkBossController
SoundWingExplodeSound
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 ()))
@FrozenState
event BeginState ()))
@ReturnToBaseState
event BeginState ()))
@SpinningDeathState
function CheckWingDamage (int Index, name InputName, string BoneName, Pawn Instigator))
functionElectricGenerator ConstructElectric (string BoneName, bool bChargeEffect))
event Destroyed ()))
function DrkbcAttach (U2DrakkBossUpper InUpperPawn, bool InAttached))
function DrkbcEnableEnemyDetection (bool bEnable))
function DrkbcTick (float DeltaTime))
event EndState ()))
@FrozenState
event EndState ()))
@ReturnToBaseState
event EndState ()))
@SpinningDeathState
function EnemyAcquired ()))
function EnemyAcquired ()
@ReturnToBaseState
event EnemyRangeTransition (float Distance ))
@FrozenState
function eventBumpEnemy (Pawn Other ))
@FrozenState
function eventBumpFriend (Pawn Other ))
function eventTakeDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
function eventTookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
@FrozenState
function InitEffects ()))
functionbool IsMobile ()))
@FrozenState
function NotifyUpperNeedsRecharge ()
@ReturnToBaseState
function PickDestination ()))
@ReturnToBaseState
function Possess (Pawn P ))
function ShutdownEffects ()))
event Tick (float DeltaTime))
@SpinningDeathState
function UpdateElectric (ElectricGenerator E, bool bWingDisabled))
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
@FrozenState Source code
state @FrozenState
BeginState, EndState, EnemyRangeTransition, eventBumpEnemy, eventTookDamage, IsMobile
@ReturnToBaseState Source code
state @ReturnToBaseState extends @MoveToGoalBaseState
BeginState, EndState, EnemyAcquired, NotifyUpperNeedsRecharge, PickDestination
@SpinningDeathState Source code
state @SpinningDeathState
BeginState, EndState, HandleEnemyKilledSafe, OKToHit, Tick


Constants Detail

ReturnToBaseState Source code

const ReturnToBaseState = 'ReturnToBase';

SpinningDeathState Source code

const SpinningDeathState = 'SpinningDeath';


Variables Detail

bAttached Source code

var bool bAttached;

bElectricActive Source code

var bool bElectricActive;

bPreventDamage Source code

var bool bPreventDamage;

DamageEffect Source code

var ParticleRadiator DamageEffect;

ElectricDistance Source code

var float ElectricDistance;

HomeActor Source code

var Actor HomeActor;

LiteBriteTimer Source code

var float LiteBriteTimer;

LowerPawn Source code

var U2DrakkBoss LowerPawn;

SpinningTimer Source code

var float SpinningTimer;

UpperLeftElectric Source code

var ElectricGenerator UpperLeftElectric;

UpperRightElectric Source code

var ElectricGenerator UpperRightElectric;

WingBoneDisabled Source code

var int WingBoneDisabled;

U2DrakkBossController

WingExplodeSound Source code

var(U2DrakkBossController) Sound WingExplodeSound;


Functions Detail

BeginState @FrozenState Source code

event BeginState ( ) )

BeginState @ReturnToBaseState Source code

event BeginState ( ) )

BeginState @SpinningDeathState Source code

event BeginState ( ) )

CheckWingDamage Source code

function CheckWingDamage ( int Index, name InputName, string BoneName, Pawn Instigator) )

ConstructElectric Source code

private final simulated function ElectricGenerator ConstructElectric ( string BoneName, bool bChargeEffect) )

Destroyed Source code

event Destroyed ( ) )

DrkbcAttach Source code

function DrkbcAttach ( U2DrakkBossUpper InUpperPawn, bool InAttached) )

DrkbcEnableEnemyDetection Source code

function DrkbcEnableEnemyDetection ( bool bEnable) )

DrkbcTick Source code

function DrkbcTick ( float DeltaTime) )

EndState @FrozenState Source code

event EndState ( ) )

EndState @ReturnToBaseState Source code

event EndState ( ) )

EndState @SpinningDeathState Source code

event EndState ( ) )

EnemyAcquired Source code

function EnemyAcquired ( ) )

EnemyAcquired @ReturnToBaseState Source code

function EnemyAcquired ( )

EnemyRangeTransition @FrozenState Source code

event EnemyRangeTransition ( float Distance ) )

eventBumpEnemy @FrozenState Source code

function eventBumpEnemy ( Pawn Other ) )

eventBumpFriend Source code

function eventBumpFriend ( Pawn Other ) )

eventTakeDamage Source code

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

eventTookDamage @FrozenState Source code

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

InitEffects Source code

private final simulated function InitEffects ( ) )

IsMobile @FrozenState Source code

function bool IsMobile ( ) )

NotifyUpperNeedsRecharge @ReturnToBaseState Source code

function NotifyUpperNeedsRecharge ( )

PickDestination @ReturnToBaseState Source code

function PickDestination ( ) )

Possess Source code

function Possess ( Pawn P ) )

ShutdownEffects Source code

private final simulated function ShutdownEffects ( ) )

Tick @SpinningDeathState Source code

event Tick ( float DeltaTime) )

UpdateElectric Source code

simulated function UpdateElectric ( ElectricGenerator E, bool bWingDisabled) )


Defaultproperties

defaultproperties
{
	ElectricDistance=512.000000
	WingExplodeSound=Sound'U2WeaponsA.Dispersion.DP_PoweredUpExplode'
	DefaultState='Frozen'
     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 10:48:33.825 - Created with UnCodeX