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U2Pawns.U2KillerSproutController

Extends
U2NPCControllerBase

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller
      |   
      +-- Engine.LicenseeController
         |   
         +-- Engine.AIController
            |   
            +-- U2.U2NPCController
               |   
               +-- U2AI.U2NPCControllerScriptable
                  |   
                  +-- U2AI.U2NPCControllerShared
                     |   
                     +-- U2AI.U2NPCControllerBase
                        |   
                        +-- U2Pawns.U2KillerSproutController

Constants Summary
KSAlertState='KSAlert'
KSGrabbingState='KSGrabbing'
KSRecoveringState='KSRecovering'
KSWaitingState='KSWaiting'
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
floatAddedHealth
floatDamageAmount
floatDamageEnemyRate
floatHealthydHealthLevel
floatInjuredHealthLevel
floatMaxGrabSpeed
floatMinGrabHeight
floatMinGrabRadius
floatRecoverHealthRate
floatReeledInDamageMultiplier
floatReelInSpeed
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
Inherited Enumerations from U2AI.U2NPCControllerShared
EDestinationResult, EMoveType

Structures Summary
Inherited Structures from U2AI.U2NPCControllerShared
TDistanceInfo

Functions Summary
event AnimEnd (int Channel ))
event BeginState ()))
@KSAlertState
event BeginState ()))
@KSGrabbingState
event BeginState ()))
@KSRecoveringState
event BeginState ()))
@KSWaitingState
functionbool CanGrab (Pawn P ))
event EndState ()))
@KSGrabbingState
function eventTookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class DamageType ))
functionfloat GetMaxReachZ ()))
functionfloat GetMinReachZ ()))
function NotifyTakeHit (Pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> DamageType, vector Momentum ))
function PlayHit ()))
function PlayHit ()))
@KSGrabbingState
functionbool ShouldTransitionToRecovering ()))
functionbool ShouldTransitionToRecovering ()))
@KSRecoveringState
event Tick (float DeltaTime ))
event Tick (float DeltaTime ))
@KSAlertState
event Tick (float DeltaTime ))
@KSGrabbingState
event Tick (float DeltaTime ))
@KSRecoveringState
event Touch (Actor Other ))
@KSWaitingState
event UnTouch (Actor Other ))
@KSAlertState
event UnTouch (Actor Other ))
@KSGrabbingState
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
@KSAlertState Source code
state @KSAlertState
BeginState, Tick, UnTouch
@KSGrabbingState Source code
state @KSGrabbingState
BeginState, EndState, PlayHit, Tick, UnTouch
@KSRecoveringState Source code
state @KSRecoveringState
BeginState, ShouldTransitionToRecovering, Tick
@KSWaitingState Source code
state @KSWaitingState
BeginState, Touch


Constants Detail

KSAlertState Source code

const KSAlertState = 'KSAlert';

KSGrabbingState Source code

const KSGrabbingState = 'KSGrabbing';

KSRecoveringState Source code

const KSRecoveringState = 'KSRecovering';

KSWaitingState Source code

const KSWaitingState = 'KSWaiting';


Variables Detail

AddedHealth Source code

var float AddedHealth;

DamageAmount Source code

var float DamageAmount;

DamageEnemyRate Source code

var float DamageEnemyRate;

HealthydHealthLevel Source code

var float HealthydHealthLevel;

InjuredHealthLevel Source code

var float InjuredHealthLevel;

MaxGrabSpeed Source code

var float MaxGrabSpeed;

MinGrabHeight Source code

var float MinGrabHeight;

MinGrabRadius Source code

var float MinGrabRadius;

RecoverHealthRate Source code

var float RecoverHealthRate;

ReeledInDamageMultiplier Source code

var float ReeledInDamageMultiplier;

ReelInSpeed Source code

var float ReelInSpeed;


Functions Detail

AnimEnd Source code

event AnimEnd ( int Channel ) )

BeginState @KSAlertState Source code

event BeginState ( ) )

BeginState @KSGrabbingState Source code

event BeginState ( ) )

BeginState @KSRecoveringState Source code

event BeginState ( ) )

BeginState @KSWaitingState Source code

event BeginState ( ) )

CanGrab Source code

function bool CanGrab ( Pawn P ) )

EndState @KSGrabbingState Source code

event EndState ( ) )

eventTookDamage Source code

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

GetMaxReachZ Source code

function float GetMaxReachZ ( ) )

GetMinReachZ Source code

function float GetMinReachZ ( ) )

NotifyTakeHit Source code

function NotifyTakeHit ( Pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> DamageType, vector Momentum ) )

PlayHit Source code

function PlayHit ( ) )

PlayHit @KSGrabbingState Source code

function PlayHit ( ) )

ShouldTransitionToRecovering Source code

function bool ShouldTransitionToRecovering ( ) )

ShouldTransitionToRecovering @KSRecoveringState Source code

function bool ShouldTransitionToRecovering ( ) )

Tick Source code

event Tick ( float DeltaTime ) )

Tick @KSAlertState Source code

event Tick ( float DeltaTime ) )

Tick @KSGrabbingState Source code

event Tick ( float DeltaTime ) )

Tick @KSRecoveringState Source code

event Tick ( float DeltaTime ) )

Touch @KSWaitingState Source code

event Touch ( Actor Other ) )

UnTouch @KSAlertState Source code

event UnTouch ( Actor Other ) )

UnTouch @KSGrabbingState Source code

event UnTouch ( Actor Other ) )


Defaultproperties

defaultproperties
{
	MaxGrabSpeed=2000.000000
	HealthydHealthLevel=0.800000
	InjuredHealthLevel=0.600000
	DamageEnemyRate=10.000000
	ReeledInDamageMultiplier=3.000000
	RecoverHealthRate=25.000000
	ReelInSpeed=1000.000000
	DefaultState='KSWaiting'
     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 10:48:34.631 - Created with UnCodeX