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U2Pawns.U2DrakkBossUpperController

Extends
U2NPCControllerBase

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller
      |   
      +-- Engine.LicenseeController
         |   
         +-- Engine.AIController
            |   
            +-- U2.U2NPCController
               |   
               +-- U2AI.U2NPCControllerScriptable
                  |   
                  +-- U2AI.U2NPCControllerShared
                     |   
                     +-- U2AI.U2NPCControllerBase
                        |   
                        +-- U2Pawns.U2DrakkBossUpperController

Constants Summary
AlternateAttackState='AlternateAttack'
AttachedToBaseState='AttachedToBase'
ConstructionState='Construction'
KamikazeState='Kamikaze'
LaserDoneLabel='LaserDone'
LaserTargetContactLabel='LaserTargetContact'
LaserWaitLabel='LaserWait'
MoveHoverActiveLabel='MoveHoverActiveLabel'
MovePickDestMidLabel='MovePickDestMid'
PrimaryAttackState='PrimaryAttack'
RiseLabel='Rise'
SimpleWaitState='SimpleWait'
WaitActivateLabel='WaitActivate'
Inherited Contants from U2AI.U2NPCControllerBase
AdjustAgainDelay, AvoidedBumpWaitTime, HoldReachedDistance2D, HoldReachedDistanceSquared2D, RandomSoundTimerName
Inherited Contants from U2AI.U2NPCControllerShared
AcquisitionState, AdjustFromWallLabel, AdjustPositionAgainLabel, AdjustPositionLabel, AdjustRotationLabel, AttackCloseChargeState, AttackCloseState, AttackDoneLabel, AttackFallbackState, AttackHideState, AttackHuntState, AttackLeapState, AttackMeleeState, AttackMoveToCoverBaseState, AttackMoveToCoverCombatState, AttackMoveToCoverFleeState, AttackOngoingLabel, AttackRecoverEnemyState, AttackRetreatState, AttackStakeOutCoverState, AttackStakeOutState, AttackStationaryState, AttackTacticalMoveMeleeState, AttackTacticalMoveState, AttackTacticalRetreatMeleeState, AttackTacticalRetreatState, AttackTauntState, AutoEndLabel, CampAgainLabel, CampLabel, CampLongLabel, CantReachLabel, ChallengeLabel, CloseLabel, CoweringState, DeadlockedState, DefaultIsCloseToDynamicGoalDistance, DelayLabel, DialogBeginLabel, DialogEndLabel, DialogFocusRestoreLabel, DialogFocusSetLabel, DialogPauseLabel, DialogUnPauseLabel, DodgeFinishedLabel, DodgingState, DodgingWithAttackState, DoneLabel, DontCloseLabel, DuckingLabel, EnemyKilledState, ErrorLabel, FaceTargetLabel, FindAirState, FireLabel, FrozenState, GiveUpLabel, GiveWayLabel, HandleInvalidLandingState, HoldingState, HoldState, HuntLabel, IdleLabel, ImpalingState, INCOMINGCOLLISIONFUDGE, KnockDownState, LandLabel, MaxDistanceActors, MaxNoLOSFollowDistance, MaxRadiusEnemiesDistance, MinFollowDistance, MinGoalDistance, MoveActiveLabel, MoveActiveStrafeLabel, MoveCheckLabel, MoveDoneLabel, MoveFailedLabel, MoveFallingLabel, MoveNoDestLabel, MovePickDestLabel, MovePickDestLoopLabel, MoveSpecialLabel, MoveTestLabel, MoveToGoalBaseState, MoveToGoalNoEnemyState, MoveToGoalWithEnemyState, NeedToTurnAngleCos, NeedToTurnDialogAngleCos, PauseLabel, PostBeginLabel, PreBeginLabel, ReachedDestinationLabel, ReadyToAttackLabel, RecoverEnemyLabel, ResumePatrolLabel, RoamingState, ShootDecorationLabel, StanceChangeDelayLabel, StartLeapLabel, StartupDelayLabel, TacticalTickLabel, TestMoveState, TrackFocusLabel, TryAgainLabel, TurnLabel, UnuseEvent, UsingState, VictoryDanceState, WaitingForStartLabel, WanderingPanicState, WanderingState, WavingLabel

Variables Summary
nameActiveAttackState
floatAltFireBoltSpeed
ParticleGeneratorAltFireEffect
ParticleGeneratorAltFireEffectTemplate
nameAttackDestinationClassName
array<Actor>AttackDestinations
floatAttackDestinationZ
floatAttackDurationTime
boolbAttached
boolbKamikaze
boolbRetaliateOnDamage
boolbRetaliating
boolbSimpleWaitNoDelay
ParticleGeneratorChargeUpEffect
intCurrentAttackDestination
ECycleTypeCycleType
ParticleGeneratorFireEffects[4]
floatFireTimer
vectorHoverLocation
floatIdleSpeed
U2DrakkBossControllerLowerController
floatPostAttackDelayTime
floatPreAttackDelayTime
intPrimaryStageHealth
vectorRetaliateLocation
ActorRiseTarget
intRiseYawRate
floatTimeBetweenShots
PulseLineGeneratorTracerBeamEffect
LookTargetTracerEndDummy
LookTargetTracerStartDummy
U2DrakkBossUpperUpperPawn
intWingBoneDisabled
stringWingBoneNames[8]
floatWingGlowTimer
floatWingGlowTimerStart
LookTargetWingTakkra[8]
U2DrakkBossUpperController
SoundFireLaserSound
SoundLaserChargeUpSound
SoundSecondaryAttackAmbientSound
SoundSecondaryLaserAmbientSound
SoundSecondaryLaserChargeDownSound
SoundSecondaryLaserChargeUpSound
SoundSelfDestructSound
SoundTakeHitSound
SoundTracerAmbientSound
SoundTracerTurnOnSound
SoundWingExplodeSound
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
Inherited Variables from U2AI.U2NPCControllerShared
bDialogSetFocus, bFaceSpecialGoal, bLastAimLocationHitFriendly, BlockedByCoverHitOdds, bTargetObscured, CloseEnoughDistance, DefaultRotationThreshold, DefaultState, DialogFocus, DodgeEnableTime, GetCloserThreshold, GMoveType, Hits, LastAcquireTime, MaxAcquireMissMultiplier, MaxAcquirePitchError, MaxAffectedByAcquisitionTime, MaxAffectedByHitTime, MaxAlwaysLeadDistance, MaxHitMissMultiplier, MaxHitPitchError, MaxMoveRecoverAttempts, MaxMoveToActorAttempts, MaxMoveToPointAttempts, MaxTeleportRangeMinZError, MaxTeleportRangeMoveError, MaxTeleportRangeStuckError, MinAcquirePitchError, MinHitPitchError, MinLastRenderedTeleportDelay, MinTeleportRangeMinZError, MinTeleportRangeMoveError, MinTeleportRangeStuckError, Misses, NumMoveAttempts, NumMoveRecoverAttempts, OldFocalPoint, OldFocus, OldMoveLocation, ReduceStanceAgainTime, ScriptedRotationThreshold, SpecialGoal, SpecialGoalDistance, StopFiringAtEnemyTime, TemporaryGoalDistance, TestMoveSpeed, TestMoveTarget, TestTacticalMoveType, TryToHitBaseSpeed, TryToHitBaseSpeedOdds, TryToHitInstantBaseDistance, TryToHitInstantBaseOddsMax, TryToHitInstantBaseOddsMin, TryToHitInstantMaxHitDistance, TryToHitInstantMinMissDistance, TryToHitProjectileBaseDistance, TryToHitProjectileBaseOddsMax, TryToHitProjectileBaseOddsMin, TryToHitProjectileMaxHitDistance, TryToHitProjectileMinMissDistance, TryToHitTossedBaseDistance, TryToHitTossedBaseOddsMax, TryToHitTossedBaseOddsMin, TryToHitTossedMaxHitDistance, TryToHitTossedMinMissDistance, U2PAdvanced, U2PBase, U2PBasic, WanderDirectionExternal

Enumerations Summary
ECycleType
CT_Random, CT_Ordered, CT_RandomVisible,
Inherited Enumerations from U2AI.U2NPCControllerShared
EDestinationResult, EMoveType

Structures Summary
Inherited Structures from U2AI.U2NPCControllerShared
TDistanceInfo

Functions Summary
event BeginState ()))
@AlternateAttackState
event BeginState ()))
@ConstructionState
event BeginState ()))
@KamikazeState
event BeginState ()))
@PrimaryAttackState
functionParticleGenerator ConstructEffect (ParticleGenerator EffectTemplate, optional bool bNoMount))
@DroidHomeState
event Destroyed ()))
@DroidHomeState
function DrkbucAttach (U2DrakkBoss InLowerPawn, bool InAttached))
@DroidHomeState
functionbool DrkbucPreventDeath (int Damage, Pawn Instigator, class<DamageType> DamageType, vector HitLocation ))
@DroidHomeState
functionbool DrkbucPreventDeath (int Damage, Pawn Instigator, class<DamageType> DamageType, vector HitLocation ))
@PrimaryAttackState
function DrkbucSetAttackState (optional name InAttackState))
@DroidHomeState
function DrkbucTick (float DeltaTime))
@AlternateAttackState
function DrkbucTick (float DeltaTime)
@DroidHomeState
function DrkbucTick (float DeltaTime))
@PrimaryAttackState
event EndState ()))
@AlternateAttackState
event EndState ()))
@ConstructionState
event EndState ()))
@KamikazeState
event EndState ()))
@PrimaryAttackState
function EnemyAcquired ()))
@DroidHomeState
function EnemyAcquired ()))
@SimpleWaitState
function eventBumpFriend (Pawn Other ))
@DroidHomeState
function eventTakeDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
@DroidHomeState
function eventTookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
@DroidHomeState
function eventTookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
@PrimaryAttackState
functionbool FirePrimaryShot (int InIndex))
@PrimaryAttackState
function FireShot (optional bool bUpdateOnly))
@DroidHomeState
function FireShotTimer ()))
@DroidHomeState
functionfloat GetMoveSpeed (vector TargetLocation ))
@DroidHomeState
function InitEffects ()))
@DroidHomeState
function InitWingTakkra (int i, string BoneName))
@DroidHomeState
function KamikazeTimer ()))
@DroidHomeState
functionbool LaserTrace (actor Src, out CheckResult Hit, bool TracePawns))
@DroidHomeState
functionbool LaserTraceEx (actor Src, out CheckResult Hit, bool TracePawns, vector StartTrace, vector EndTrace))
@DroidHomeState
function MountToLaser (actor A, bool InUseAlternate))
@DroidHomeState
eventbool NotifyHitWall (vector HitNormal, actor Wall))
@KamikazeState
function PickAttackDestination ()))
@DroidHomeState
function PickHoverDestination ()))
@DroidHomeState
function Possess (Pawn P ))
@DroidHomeState
event PreBeginPlay ()))
@DroidHomeState
function ShutdownEffects ()))
@DroidHomeState
function StartFiring ()))
@DroidHomeState
function Trigger (Actor Other, Pawn EventInstigator, optional name EventName ))
@DroidHomeState
function Trigger (Actor Other, Pawn Instigator, optional name EventName ))
@SimpleWaitState
functionbool ValidateLowerController ()))
@DroidHomeState
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
Inherited Functions from U2AI.U2NPCControllerShared
AddedHumanThreat, AdjustAim, AllowFriendlyBumpStateChanges, AnnoyedAt, AssessThreat, CanDodge, CanRespawn, CheckEnemyDistance, CheckMaxAttackRanges, CheckNavigationFrom, CheckTargetInAttackRange, ClearHoldSpot, ClearHoldSpots, ClearMoveAttempts, CompareThreat, DialogAllowed, DialogBegin, DialogInitiate, DialogTerminate, EnemyAcquired, eventBumpAll, eventBumpEnemy, eventBumpFriend, eventBumpOther, eventHearNoiseFriendly, eventHearNoiseOther, eventHearNoiseThreat, eventInheritEnemy, eventSeeAlertFriend, eventSeeEnemy, eventSeeFriend, eventSeeOther, ExecuteDodge, FaceTarget, FearThisSpot, FindBestPathToward, FindLocalEnemy, FindNewStakeOutDir, ForceNavigationError, FriendlyBumpSpecial, GetAttackRating, GetBounceLifespan, GetDamageRadius, GetDirectionalPatrol, GetFaceSpecialGoal, GetFireOffset, GetFireRating, GetHoldSpot, GetInstantProjectileAim, GetLastSeenAimLocation, GetLookedAtCos, GetMissVector, GetMoveSpeed, GetMoveTargetFollow, GetNearbyPathNodes, GetNearbyPathNodesRelativeTo, GetPathTo, GetPathToActor, GetSlowProjectileAim, GetSpecialGoal, GetSpecialGoalDistance, GetSplashLocation, GetTargetLocation, GetTimeOutTolerance, GetTossedAim, HandleBumpedByEnemy, HandleDestinationReached, HandleEnemyNoise, HandleFriendlyBumps, HandleIncoming, HandleSetMoveTargetError, HearNoise, IgnoreTargetRange, ImpalePawn, IsCloseToDynamicGoal, IsUsable, LockAnimationController, MaybeAcquireEnemy, MaybeAlertOthers, MaybeAvoidFriendlyBump, MaybeInheritEnemy, MaybeSetEnemy, MoveAgain, NeedToTurn, NotifyBump, NotifyMeleeDamagedEnemy, NotifyPhysicsVolumeChange, NotifyUnuse, OnUnuse, OnUse, Possess, PreBeginPlay, RandomizeStakeOutDir, ReactToAlertFriend, ReactToFriend, RecoverFromMinZError, RecoverFromNavigationError, RecoverFromStuckError, ReduceThreat, RelativeStrength, RestoreAlertness, RestoreStance, SelectInventorySpotDestination, SelectStance, SetAlertness, SetDirectionalPatrol, SetFall, SetFrozen, SetMoveTarget, SetPeripheralVision, SetScriptedFocus, SetScriptedIdleAnims, SetSharedTimer, SetSpecialGoal, SetTestMoveTarget, SharedTimerEvent, ShotFiredNotification, ShouldBounceProjectile, ShouldClearSpecialColliders, ShouldTryToLead, Shutdown, SplashDamageAttack, StopFiringAtEnemy, StrafeFromDamage, TeleportedPawn, TeleportPawn, TestAimLocation, TestMissLocation, Timer, TryToDodge, TryToHit, UnderLift, UnImpalePawn, UnlockAnimationController, Unuse, UnuseActor, UpdateAcceleration, UpdateStance, UseActor, VerifyJumpDodgeVector, VerifyMobility, VerifyRollDodgeVector, ViewObstructed, WanderAfterFriendlyBumpExtra

States Summary
@AlternateAttackState Source code
state @AlternateAttackState extends @MoveToGoalBaseState
BeginState, DrkbucTick, EndState
@ConstructionState Source code
state @ConstructionState
BeginState, EndState
@KamikazeState Source code
state @KamikazeState
AssignCoverSpot, BCBlockFiring, BCStartFiring, BeginState, CanAttemptLeapAttack, CanFire, CanImpale, CanStakeOut, CanUseStillAnimations, CheckBehaviorEnabled, ClearCoverSpot, ClearHoldSpots, ClearOrders, ClearReferencesTo, DamageAttitudeTo, DeferTo, Destroyed, DetermineOrdersTransition, EndPanic, EndState, EnemyAcquired, EnemyInLeapRange, EnemyInMeleeRange, EnemyInvalid, eventSeeOther, eventTakeDamage, ExecuteDodge, FindCoverActor, FindSpecialAttraction, FireAt, FireShot, FriendlyBumpSpecial, GetAttackStyle, GetCurrentFireRate, GetDefenseStyle, GetExtendedStateInformation, GetHoldActor, GetLeapHighParameters, GetLeapLowParameters, GetLeapMaxParameters, GetLeapParameters, GetMetaStateName, GetMetaStateNameShort, GetOrderGiver, GetOrders, GetOrdersObject, GetOrdersThreshold, GetPossibleFiringLocation, GetReactionToEnemy, GetShouldUseDeviousTactics, GetSpecialGoal, GetSpecifiedFireRate, HandleBump, HandleBumpedByEnemy, HandleEnemyInvalid, HandleEnemyKilledSafe, HandleEnemyKilledUnSafe, HandleFriendDead, HandleKnockDown, HasInstantHitAttack, HasSquadOrders, ImpaleAttack, ImpaleAttackAnimationAbort, ImpalePawn, IsFiring, IsImpaling, IsMeleeAttacking, IsMobile, IsPreparedToFire, IsPreparedToMelee, IsStationary, MaybeAcquireEnemy, MaybeAlertOthers, MeleeAttack, MeleeAttackAbort, MeleeDamageTimer, NotifyHitWall, NotifyKilled, NotifyMetaStateChange, NotifyTakeHit, OKToHit, PlayFriendDeadSound, Possess, PossessStartup, PriorityObjective, ProcessOrders, ProcessOrdersFollow, ProcessOrdersGoto, ProcessOrdersHold, ProcessOrdersNone, ProcessOrdersSquad, RangedAttackAbort, ResetGlobalAISettings, Restart, RestoreCanStrafe, SetExecuteOrders, SetOrders, SetOrdersObject, SetPeripheralVision, SetSpecialAnim, SetStationary, ShouldDeferTo, ShouldGiveUpHunting, SpawnShotTimer, SpecialDeathHandling, SplashDamageAttack, SplashJump, StopFiringBase, StopFiringUpdate, StrafeFromDamage, TestCanJump, TrySplashDamageAttack, UnImpalePawn, UpdateEnemy, UpdateOrders, UpdateStance, UseTacticalJumps, VerifyStateChange, WanderAfterFriendlyBumpExtra
@PrimaryAttackState Source code
state @PrimaryAttackState extends @MoveToGoalBaseState
BeginState, DrkbucPreventDeath, DrkbucTick, EndState, eventTookDamage, FirePrimaryShot
@SimpleWaitState Source code
state @SimpleWaitState
EnemyAcquired, Trigger


Constants Detail

AlternateAttackState Source code

const AlternateAttackState = 'AlternateAttack';

AttachedToBaseState Source code

const AttachedToBaseState = 'AttachedToBase';

ConstructionState Source code

const ConstructionState = 'Construction';

KamikazeState Source code

const KamikazeState = 'Kamikaze';

LaserDoneLabel Source code

const LaserDoneLabel = 'LaserDone';

LaserTargetContactLabel Source code

const LaserTargetContactLabel = 'LaserTargetContact';

LaserWaitLabel Source code

const LaserWaitLabel = 'LaserWait';

MoveHoverActiveLabel Source code

const MoveHoverActiveLabel = 'MoveHoverActiveLabel';

MovePickDestMidLabel Source code

const MovePickDestMidLabel = 'MovePickDestMid';

PrimaryAttackState Source code

const PrimaryAttackState = 'PrimaryAttack';

RiseLabel Source code

const RiseLabel = 'Rise';

SimpleWaitState Source code

const SimpleWaitState = 'SimpleWait';

WaitActivateLabel Source code

const WaitActivateLabel = 'WaitActivate';


Variables Detail

ActiveAttackState Source code

var name ActiveAttackState;

AltFireBoltSpeed Source code

var float AltFireBoltSpeed;

AltFireEffect Source code

var ParticleGenerator AltFireEffect;

AltFireEffectTemplate Source code

var ParticleGenerator AltFireEffectTemplate;

AttackDestinationClassName Source code

var name AttackDestinationClassName;

AttackDestinations Source code

var array<Actor> AttackDestinations;

AttackDestinationZ Source code

var float AttackDestinationZ;

AttackDurationTime Source code

var float AttackDurationTime;

bAttached Source code

var bool bAttached;

bKamikaze Source code

var bool bKamikaze;

bRetaliateOnDamage Source code

var bool bRetaliateOnDamage;

bRetaliating Source code

var bool bRetaliating;

bSimpleWaitNoDelay Source code

var bool bSimpleWaitNoDelay;

ChargeUpEffect Source code

var ParticleGenerator ChargeUpEffect;

CurrentAttackDestination Source code

var int CurrentAttackDestination;

CycleType Source code

var ECycleType CycleType;

FireEffects[4] Source code

var ParticleGenerator FireEffects[4];

FireTimer Source code

var float FireTimer;

HoverLocation Source code

var vector HoverLocation;

IdleSpeed Source code

var float IdleSpeed;

LowerController Source code

var U2DrakkBossController LowerController;

PostAttackDelayTime Source code

var float PostAttackDelayTime;

PreAttackDelayTime Source code

var float PreAttackDelayTime;

PrimaryStageHealth Source code

var int PrimaryStageHealth;

RetaliateLocation Source code

var vector RetaliateLocation;

RiseTarget Source code

var Actor RiseTarget;

RiseYawRate Source code

var int RiseYawRate;

TimeBetweenShots Source code

var float TimeBetweenShots;

TracerBeamEffect Source code

var PulseLineGenerator TracerBeamEffect;

TracerEndDummy Source code

var LookTarget TracerEndDummy;

TracerStartDummy Source code

var LookTarget TracerStartDummy;

UpperPawn Source code

var U2DrakkBossUpper UpperPawn;

WingBoneDisabled Source code

var int WingBoneDisabled;

WingBoneNames[8] Source code

var string WingBoneNames[8];

WingGlowTimer Source code

var float WingGlowTimer;

WingGlowTimerStart Source code

var float WingGlowTimerStart;

WingTakkra[8] Source code

var LookTarget WingTakkra[8];

U2DrakkBossUpperController

FireLaserSound Source code

var(U2DrakkBossUpperController) Sound FireLaserSound;

LaserChargeUpSound Source code

var(U2DrakkBossUpperController) Sound LaserChargeUpSound;

SecondaryAttackAmbientSound Source code

var(U2DrakkBossUpperController) Sound SecondaryAttackAmbientSound;

SecondaryLaserAmbientSound Source code

var(U2DrakkBossUpperController) Sound SecondaryLaserAmbientSound;

SecondaryLaserChargeDownSound Source code

var(U2DrakkBossUpperController) Sound SecondaryLaserChargeDownSound;

SecondaryLaserChargeUpSound Source code

var(U2DrakkBossUpperController) Sound SecondaryLaserChargeUpSound;

SelfDestructSound Source code

var(U2DrakkBossUpperController) Sound SelfDestructSound;

TakeHitSound Source code

var(U2DrakkBossUpperController) Sound TakeHitSound;

TracerAmbientSound Source code

var(U2DrakkBossUpperController) Sound TracerAmbientSound;

TracerTurnOnSound Source code

var(U2DrakkBossUpperController) Sound TracerTurnOnSound;

WingExplodeSound Source code

var(U2DrakkBossUpperController) Sound WingExplodeSound;


Enumerations Detail

ECycleType Source code

enum ECycleType
{
CT_Random, CT_Ordered, CT_RandomVisible,
};


Functions Detail

BeginState @AlternateAttackState Source code

event BeginState ( ) )

BeginState @ConstructionState Source code

event BeginState ( ) )

BeginState @KamikazeState Source code

event BeginState ( ) )

BeginState @PrimaryAttackState Source code

event BeginState ( ) )

ConstructEffect @DroidHomeState Source code

private final simulated function ParticleGenerator ConstructEffect ( ParticleGenerator EffectTemplate, optional bool bNoMount) )

Destroyed @DroidHomeState Source code

event Destroyed ( ) )

DrkbucAttach @DroidHomeState Source code

function DrkbucAttach ( U2DrakkBoss InLowerPawn, bool InAttached) )

DrkbucPreventDeath @DroidHomeState Source code

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

DrkbucPreventDeath @PrimaryAttackState Source code

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

DrkbucSetAttackState @DroidHomeState Source code

function DrkbucSetAttackState ( optional name InAttackState) )

DrkbucTick @AlternateAttackState Source code

function DrkbucTick ( float DeltaTime) )

DrkbucTick @DroidHomeState Source code

function DrkbucTick ( float DeltaTime )

DrkbucTick @PrimaryAttackState Source code

function DrkbucTick ( float DeltaTime) )

EndState @AlternateAttackState Source code

event EndState ( ) )

EndState @ConstructionState Source code

event EndState ( ) )

EndState @KamikazeState Source code

event EndState ( ) )

EndState @PrimaryAttackState Source code

event EndState ( ) )

EnemyAcquired @DroidHomeState Source code

function EnemyAcquired ( ) )

EnemyAcquired @SimpleWaitState Source code

function EnemyAcquired ( ) )

eventBumpFriend @DroidHomeState Source code

function eventBumpFriend ( Pawn Other ) )

eventTakeDamage @DroidHomeState Source code

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

eventTookDamage @DroidHomeState Source code

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

eventTookDamage @PrimaryAttackState Source code

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

FirePrimaryShot @PrimaryAttackState Source code

function bool FirePrimaryShot ( int InIndex) )

FireShot @DroidHomeState Source code

function FireShot ( optional bool bUpdateOnly) )

FireShotTimer @DroidHomeState Source code

function FireShotTimer ( ) )

GetMoveSpeed @DroidHomeState Source code

function float GetMoveSpeed ( vector TargetLocation ) )

InitEffects @DroidHomeState Source code

private final simulated function InitEffects ( ) )

InitWingTakkra @DroidHomeState Source code

private final simulated function InitWingTakkra ( int i, string BoneName) )

KamikazeTimer @DroidHomeState Source code

function KamikazeTimer ( ) )

LaserTrace @DroidHomeState Source code

private final simulated function bool LaserTrace ( actor Src, out CheckResult Hit, bool TracePawns) )

LaserTraceEx @DroidHomeState Source code

private final simulated function bool LaserTraceEx ( actor Src, out CheckResult Hit, bool TracePawns, vector StartTrace, vector EndTrace) )

MountToLaser @DroidHomeState Source code

private final simulated function MountToLaser ( actor A, bool InUseAlternate) )

NotifyHitWall @KamikazeState Source code

event bool NotifyHitWall ( vector HitNormal, actor Wall) )

PickAttackDestination @DroidHomeState Source code

function PickAttackDestination ( ) )

PickHoverDestination @DroidHomeState Source code

RemoveTimer('FireShotTimer') ; } function PickHoverDestination ( ) )

Possess @DroidHomeState Source code

function Possess ( Pawn P ) )

PreBeginPlay @DroidHomeState Source code

event PreBeginPlay ( ) )

ShutdownEffects @DroidHomeState Source code

private final simulated function ShutdownEffects ( ) )

StartFiring @DroidHomeState Source code

function StartFiring ( ) )

Trigger @DroidHomeState Source code

simulated function Trigger ( Actor Other, Pawn EventInstigator, optional name EventName ) )

Trigger @SimpleWaitState Source code

function Trigger ( Actor Other, Pawn Instigator, optional name EventName ) )

ValidateLowerController @DroidHomeState Source code

function bool ValidateLowerController ( ) )


Defaultproperties

defaultproperties
{
	ActiveAttackState='PrimaryAttack'
	AltFireEffectTemplate=ParticleSalamander'drakkboss.ParticleSalamander0'
	IdleSpeed=0.500000
	RiseYawRate=32767
	PreAttackDelayTime=1.000000
	AttackDurationTime=2.000000
	PostAttackDelayTime=1.000000
	TimeBetweenShots=1.000000
	AltFireBoltSpeed=3000.000000
	CycleType=CT_RandomVisible
	AttackDestinationClassName='FlyNode'
	WingBoneNames(0)="LeftLeg12"
	WingBoneNames(1)="RightLeg12"
	WingBoneNames(2)="LeftLeg22"
	WingBoneNames(3)="RightLeg22"
	WingBoneNames(4)="LeftLeg32"
	WingBoneNames(5)="RightLeg32"
	WingBoneNames(6)="LeftLeg42"
	WingBoneNames(7)="RightLeg42"
	PrimaryStageHealth=3000
	FireLaserSound=Sound'U2Drakk.FireLaser'
	TakeHitSound=Sound'U2JamesA.ASF-Cockpit.Close_02'
	WingExplodeSound=Sound'U2WeaponsA.Dispersion.DP_PoweredUpExplode'
	TracerTurnOnSound=Sound'U2A.Pickups.fshlite1'
	TracerAmbientSound=Sound'U2Drakk.TracerAmbient'
	LaserChargeUpSound=Sound'U2DrakkNew.Laser_Charge_1'
	SecondaryLaserChargeUpSound=Sound'U2JamesA.ASF-PowerDown.HiPowerUp_01'
	SecondaryLaserChargeDownSound=Sound'U2JamesA.ASF-PowerDown.HiPowerDown_01'
	SecondaryLaserAmbientSound=Sound'U2WeaponsA.LaserRifle.LR_LaserBeam'
	SelfDestructSound=Sound'U2Drakk.DrakkBossTry1'
	SecondaryAttackAmbientSound=Sound'U2JamesA.ASF-EngineLoops.HiPowEngLp_01'
	DefaultState='SimpleWait'
	RotationRate=(Pitch=0,Yaw=8192,Roll=0)
     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 10:48:33.854 - Created with UnCodeX