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U2Pawns.U2RammerController

Extends
U2NPCControllerBasic

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller
      |   
      +-- Engine.LicenseeController
         |   
         +-- Engine.AIController
            |   
            +-- U2.U2NPCController
               |   
               +-- U2AI.U2NPCControllerScriptable
                  |   
                  +-- U2AI.U2NPCControllerShared
                     |   
                     +-- U2AI.U2NPCControllerBase
                        |   
                        +-- U2AI.U2NPCControllerBasic
                           |   
                           +-- U2Pawns.U2RammerController

Constants Summary
Inherited Contants from U2AI.U2NPCControllerBasic
CrouchStanceChangeDuration, FakeNotifyLeapBeginTimerName, FreezeNPCHackTimerName, LeapBeginNotify, MinImpaleCos, ProneStanceChangeDuration, StayNotify
Inherited Contants from U2AI.U2NPCControllerBase
AdjustAgainDelay, AvoidedBumpWaitTime, HoldReachedDistance2D, HoldReachedDistanceSquared2D, RandomSoundTimerName

Variables Summary
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
functionEDestinationResult SetChargeDestination ()))
@AttackCloseChargeState
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
@AttackCloseChargeState Source code
state @AttackCloseChargeState
SetChargeDestination


Functions Detail

SetChargeDestination @AttackCloseChargeState Source code

function EDestinationResult SetChargeDestination ( ) )


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 10:48:35.261 - Created with UnCodeX