Gameplay.ScriptedController
- Extends
- AIController
Core.Object
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+-- Engine.Actor
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+-- Engine.Controller
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+-- Engine.AIController
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+-- Gameplay.ScriptedController
Direct Known Subclasses:
Bot, MonsterController, ScriptedTriggerController
Inherited Variables from Engine.Controller |
AcquisitionYawRate, AdjustLoc, Adrenaline, AdrenalineMax, bAdjusting, bAdrenalineEnabled, bAdvancedTactics, bAllowedToImpactJump, bAllowedToTranslocate, bAltFire, bCanDoSpecial, bCanOpenDoors, bControlAnimations, bDuck, bEnemyAcquired, bEnemyInfoValid, bFire, bForceStrafe, bGodMode, bHuntPlayer, bInDodgeMove, bIsPlayer, bJumpOverWall, bLOSflag, bNotifyApex, bNotifyFallingHitWall, bNotifyPostLanded, bPreparingMove, bRun, bSlowerZAcquire, bSoaking, bUsePlayerHearing, bVehicleTransition, bVoiceTalk, CurrentPath, CurrentPathDir, Destination, DirectionHint, DodgeLandZ, DodgeToGoalPct, Enemy, FailedReachLocation, FailedReachTime, FearSpots[2], FocalPoint, Focus, FocusLead, FovAngle, GoalList[4], GroundPitchTime, Handedness, home, LastBlockingVehicle, LastFailedReach, LastPawnWeapon, LastRouteFind, LastSeeingPos, LastSeenPos, LastSeenTime, MinHitWall, MonitoredPawn, MonitorMaxDistSq, MonitorStartLoc, MoveTarget, MoveTimer, nextController, NextRoutePath, OldMessageTime, Pawn, PawnClass, PendingMover, PlayerNum, PlayerReplicationInfo, PlayerReplicationInfoClass, PreviousPawnClass, RespawnPredictionTime, RouteCache[16], RouteDist, RouteGoal, ShotTarget, SightCounter, StartSpot, Stimulus, Target, ViewX, ViewY, ViewZ, VoiceType, WarningDelay, WarningProjectile |
Inherited Functions from Engine.AIController |
AdjustDesireFor, AdjustView, DisplayDebug, GetFacingDirection, GetOrderObject, GetOrders, MoverFinished, PreBeginPlay, PrepareForMove, PriorityObjective, RateWeapon, Reset, SetOrders, Startle, Trigger, TriggerScript, UnderLift, WaitForMover, WaitToSeeEnemy, WeaponFireAgain |
Inherited Functions from Engine.Controller |
actorReachable, AddController, AdjustAim, AdjustDesireFor, AdjustToss, AdjustView, AIHearSound, AllowDetourTo, AllowVoiceMessage, AutoTaunt, AvoidCertainDeath, AwardAdrenaline, BeginState, BotVoiceMessage, CanMakePathTo, CanSee, ChangedWeapon, CheckFutureSight, ClientDying, ClientGameEnded, ClientRoundEnded, ClientSetLocation, ClientSetRotation, ClientSetWeapon, ClientSwitchToBestWeapon, ClientVoiceMessage, damageAttitudeTo, DamageShake, DelayedWarning, Desireability, Destroyed, DisplayDebug, DontReuseTaunt, EAdjustJump, EndClimbLadder, EnemyNotVisible, FearThisSpot, FindBestInventoryPath, FindBestSuperPickup, FindPathTo, FindPathToIntercept, FindPathToward, FindPathTowardNearest, FindRandomDest, FinishRotation, FireWeaponAt, GameHasEnded, GetFacingDirection, GetHumanReadableName, GetLastWeapon, GetMessageIndex, GetTeamNum, GetViewRotation, HandlePickup, HearNoise, InitPlayerReplicationInfo, InLatentExecution, InstantWarnTarget, LineOfSightTo, LongFall, MayDodgeToMoveTarget, MayFall, MissedDodge, MonitoredPawnAlert, MoverFinished, MoveTo, MoveToward, NeedsAdrenaline, NotifyAddInventory, NotifyBump, NotifyFallingHitWall, NotifyHeadVolumeChange, NotifyHitMover, NotifyHitWall, NotifyJumpApex, NotifyKilled, NotifyLanded, NotifyMissedJump, NotifyPhysicsVolumeChange, NotifyPostLanded, NotifyTakeHit, ParseChatPercVar, PawnDied, PawnIsInPain, PendingStasis, PickAnyTarget, PickTarget, PickWallAdjust, pointReachable, Possess, PostBeginPlay, PreBeginPlay, PrepareForMove, RateWeapon, ReceiveProjectileWarning, ReceiveWarning, RemoveController, RenderOverlays, Reset, Restart, RoundHasEnded, SameTeamAs, SeeMonster, SeePlayer, SendMessage, SendVoiceMessage, ServerGivePawn, ServerReStartPlayer, SetDoubleJump, SetFall, SetPawnClass, SetPawnFemale, SetupSpecialPathAbilities, ShakeView, SoakStop, StartMonitoring, StopFiring, StopWaiting, SuperDesireability, SwitchToBestWeapon, UnderLift, UnPossess, WaitForLanding, WaitForMover, WantsSmoothedView, WasKilledBy, WeaponPreference, WouldReactToNoise, WouldReactToSeeing |
Scripting Source code |
state Scripting
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AbortScript, AnimEnd, CompleteAction, DisplayDebug, EndState, InitForNextAction, LeaveScripting, LIPSincAnimEnd, MayShootAtEnemy, MayShootTarget, SetMoveTarget, Tick, Timer, Trigger, UnPossess, WeaponFireAgain |
var int ActionNum;
var int AnimsRemaining;
var bool bBroken;
var bool bChangingPawns;
var bool bFakeShot;
var bool bFineWeaponControl;
var bool bPendingDoubleJump;
var bool bPendingShoot;
var bool bShootSpray;
var bool bShootTarget;
var bool bUseScriptFacing;
var name FiringMode;
var int IterationCounter;
var int IterationSectionStart;
var int NumShots;
function AbortScript ( ) )
function AnimEnd ( int Channel) )
function bool CheckIfNearPlayer ( float Distance) )
function ClearAnimation ( ) )
function ClearScript ( ) )
CompleteAction Scripting Source code
function CompleteAction ( ) )
function DestroyPawn ( ) )
DisplayDebug Scripting Source code
function DisplayDebug (
Canvas Canvas, out
float YL, out
float YPos) )
function EndState ( ) )
function
Pawn GetInstigator ( ) )
function
Pawn GetMyPlayer ( ) )
function
Actor GetSoundSource ( ) )
InitForNextAction Scripting Source code
function InitForNextAction ( ) )
function LeaveScripting ( )
LeaveScripting Scripting Source code
function LeaveScripting ( ) )
LIPSincAnimEnd Scripting Source code
function LIPSincAnimEnd ( ) )
MayShootAtEnemy Scripting Source code
function MayShootAtEnemy ( )
MayShootTarget Scripting Source code
function MayShootTarget ( ) )
event NotifyJumpApex ( ) )
function SetDoubleJump ( ) )
function SetEnemyReaction ( int AlertnessLevel )
function int SetFireYaw ( int FireYaw) )
SetMoveTarget Scripting Source code
function SetMoveTarget ( ) )
function TakeControlOf (
Pawn aPawn) )
function Tick ( float DeltaTime) )
function Timer ( ) )
function UnPossess ( ) )
function bool WeaponFireAgain ( float RefireRate, bool bFinishedFire) )
WeaponFireAgain Scripting Source code
function bool WeaponFireAgain ( float RefireRate, bool bFinishedFire) )
defaultproperties
{
bUseScriptFacing=True
IterationSectionStart=-1
}
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Creation time: sk 18-3-2018 09:49:50.319 - Created with
UnCodeX