| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Core.Object
|
+-- Engine.Actor
|
+-- Engine.Controller
|
+-- Engine.AIController
|
+-- Gameplay.ScriptedController
|
+-- SkaarjPack.MonsterController
| Constants Summary | ||
|---|---|---|
| ENEMYLOCATIONFUZZ | = | 1200 |
| MAXSTAKEOUTDIST | = | 2000 |
| MINSTRAFEDIST | = | 200 |
| MINVIEWDIST | = | 200 |
| TACTICALHEIGHTADVANTAGE | = | 320 |
| Variables Summary | |
|---|---|
| float | Accuracy |
| float | AcquireTime |
| bool | bCanFire |
| bool | bChangeDir |
| bool | bEnemyIsVisible |
| bool | bForcedDirection |
| bool | bHasFired |
| bool | bJustLanded |
| bool | bLeadTarget |
| bool | bMustCharge |
| bool | bRecommendFastMove |
| bool | bStrafeDir |
| float | ChallengeTime |
| int | ChooseAttackCounter |
| float | ChooseAttackTime |
| int | ChoosingAttackLevel |
| float | CombatStyle |
| float | EnemyVisibilityTime |
| Pawn | FailedHuntEnemy |
| float | FailedHuntTime |
| string | GoalString |
| vector | HidingSpot |
| float | LastRespawnTime |
| float | LoseEnemyCheckTime |
| int | NumRandomJumps |
| pawn | OldEnemy |
| float | ReactionTime |
| string | SoakString |
| float | StartTacticalTime |
| float | StopStartTime |
| float | StrafingAbility |
| pawn | VisibleEnemy |
| Inherited Variables from Engine.AIController |
|---|
| bAdjustFromWalls, bHunting, bPlannedJump, MyScript, Skill |
| Functions Summary | ||
|---|---|---|
![]() | rotator | AdjustAim (FireProperties FiredAmmunition, vector projStart, int aimerror)) |
![]() | rotator | AdjustAim (FireProperties FiredAmmunition, vector projStart, int aimerror)) StakeOut |
![]() | float | AdjustAimError (float aimerror, float TargetDist, bool bDefendMelee, bool bInstantProj, bool bLeadTargetNow )) |
![]() | bool | AdjustAround (Pawn Other)) |
![]() | AnimEnd (int Channel)) WaitForAnim | |
![]() | BeginState ())) RangedAttack | |
![]() | BeginState ())) RestFormation | |
![]() | BeginState ())) StakeOut | |
![]() | BeginState ())) TacticalMove | |
![]() | BeginState ())) WaitingForLanding | |
![]() | bool | CanAttack (Actor Other)) |
![]() | bool | CanAttack (Actor Other)) StakeOut |
![]() | CancelCampFor (Controller C) | |
![]() | CancelCampFor (Controller C)) RangedAttack | |
![]() | CancelCampFor (Controller C)) RestFormation | |
![]() | Celebrate ())) | |
![]() | ChangeEnemy (Pawn NewEnemy, bool bCanSeeNewEnemy)) | |
![]() | bool | CheckFutureSight (float deltatime)) |
![]() | CheckIfShouldCrouch (vector StartPosition, vector TargetPosition, float probability)) | |
![]() | ChooseAttackMode ())) | |
![]() | bool | ClearShot (Vector TargetLoc, bool bImmediateFire)) |
![]() | DamageAttitudeTo (Pawn Other, float Damage)) | |
![]() | bool | DefendMelee (float Dist)) |
![]() | float | Desireability (Pickup P)) |
![]() | DirectedWander (vector WanderDir)) | |
![]() | DisplayDebug (Canvas Canvas, out float YL, out float YPos)) | |
![]() | DoCharge ())) | |
![]() | DoRangedAttackOn (Actor A)) | |
![]() | DoRangedAttackOn (Actor A)) RangedAttack | |
![]() | DoStakeOut ())) | |
![]() | DoStakeOut ())) StakeOut | |
![]() | DoTacticalMove ())) | |
![]() | bool | DoWaitForLanding ())) |
![]() | bool | DoWaitForLanding ())) WaitingForLanding |
![]() | EndState ())) Charging | |
![]() | EndState ())) Hunting | |
![]() | EndState ())) RestFormation | |
![]() | EndState ())) StakeOut | |
![]() | EndState ())) TacticalMove | |
![]() | EnemyChanged (bool bNewEnemyVisible)) | |
![]() | EnemyNotVisible ())) Charging | |
![]() | EnemyNotVisible ())) RangedAttack | |
![]() | EnemyNotVisible ())) TacticalMove | |
![]() | bool | EnemyVisible ())) |
![]() | bool | EngageDirection (vector StrafeDir, bool bForced)) TacticalMove |
![]() | ExecuteWhatToDoNext ())) | |
![]() | Actor | FaceActor (float StrafingModifier)) |
![]() | Actor | FaceMoveTarget ())) |
![]() | FearThisSpot (AvoidMarker aSpot)) | |
![]() | FightEnemy (bool bCanCharge)) | |
![]() | bool | FindBestPathToward (Actor A, bool bCheckedReach, bool bAllowDetour)) |
![]() | bool | FindNewEnemy ())) |
![]() | FindNewStakeOutDir ())) StakeOut | |
![]() | bool | FindRoamDest ())) |
![]() | bool | FindViewSpot ())) Hunting |
![]() | bool | FireWeaponAt (Actor A)) |
![]() | bool | Formation ())) |
![]() | bool | Formation ())) RestFormation |
![]() | GameHasEnded ())) | |
![]() | string | GetEnemyName ())) |
![]() | string | GetOldEnemyName ())) |
![]() | HearNoise (float Loudness, Actor NoiseMaker)) | |
![]() | InitializeSkill (float InSkill)) | |
![]() | bool | IsHunting ())) |
![]() | bool | IsHunting ())) Hunting |
![]() | bool | IsStrafing ())) |
![]() | bool | IsStrafing ())) TacticalMove |
![]() | MayFall ())) Charging | |
![]() | MayFall ())) Hunting | |
![]() | MayFall ())) Roaming | |
![]() | MonitoredPawnAlert ())) RestFormation | |
![]() | bool | NearWall (float walldist)) |
![]() | bool | NeedToTurn (vector targ)) |
![]() | bool | NotifyBump (actor Other)) |
![]() | bool | NotifyBump (actor Other)) Charging |
![]() | bool | NotifyHitWall (vector HitNormal, actor Wall)) TacticalMove |
![]() | NotifyKilled (Controller Killer, Controller Killed, pawn KilledPawn)) | |
![]() | bool | NotifyLanded (vector HitNormal)) |
![]() | bool | NotifyLanded (vector HitNormal)) WaitingForLanding |
![]() | NotifyMissedJump ())) | |
![]() | bool | NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)) |
![]() | NotifyTakeHit (pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum)) Charging | |
![]() | NotifyTakeHit (pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum)) StakeOut | |
![]() | PawnIsInPain (PhysicsVolume PainVolume)) TacticalMove | |
![]() | PickDestination ())) Hunting | |
![]() | PickDestination ())) RestFormation | |
![]() | PickDestination ())) TacticalMove | |
![]() | Possess (Pawn aPawn)) | |
![]() | PostBeginPlay ())) | |
![]() | ReceiveWarning (Pawn shooter, float projSpeed, vector FireDir)) | |
![]() | ReceiveWarning (Pawn shooter, float projSpeed, vector FireDir)) TacticalMove | |
![]() | ResetSkill ())) | |
![]() | Restart ())) | |
![]() | SeePlayer (Pawn SeenPlayer)) | |
![]() | SeePlayer (Pawn SeenPlayer)) Hunting | |
![]() | SeePlayer (Pawn SeenPlayer)) StakeOut | |
![]() | SetCombatTimer ())) | |
![]() | bool | SetEnemy (Pawn NewEnemy, optional bool bHateMonster )) |
![]() | SetEnemyInfo (bool bNewEnemyVisible)) | |
![]() | SetFall ())) | |
![]() | SetFall ())) TacticalMove | |
![]() | SetFocus ())) StakeOut | |
![]() | SetMaxDesiredSpeed ())) | |
![]() | SetPeripheralVision ())) | |
![]() | bool | ShouldStrafeTo (Actor WayPoint)) |
![]() | SoakStop (string problem)) | |
![]() | StopFiring ())) | |
![]() | StopFiring ())) RangedAttack | |
![]() | bool | Stopped ())) |
![]() | bool | Stopped ())) RangedAttack |
![]() | bool | Stopped ())) StakeOut |
![]() | bool | StrafeFromDamage (float Damage, class<DamageType> DamageType, bool bFindDest) |
![]() | bool | StrafeFromDamage (float Damage, class<DamageType> DamageType, bool bFindDest)) Charging |
![]() | bool | TestDirection (vector dir, out vector pick)) |
![]() | TimedFireWeaponAtEnemy ())) | |
![]() | Timer ())) Charging | |
![]() | Timer ())) Hunting | |
![]() | Timer ())) MoveToGoal | |
![]() | Timer ())) MoveToGoalWithEnemy | |
![]() | Timer ())) RangedAttack | |
![]() | Timer ())) RestFormation | |
![]() | Timer ())) StakeOut | |
![]() | Timer ())) TacticalMove | |
![]() | Timer ())) WaitingForLanding | |
![]() | Trigger (actor Other, pawn EventInstigator )) | |
![]() | bool | TryStrafe (vector sideDir)) Charging |
![]() | bool | TryToDuck (vector duckDir, bool bReversed)) |
![]() | bool | TryToDuck (vector duckDir, bool bReversed)) Charging |
![]() | TryToWalk ())) | |
![]() | WaitForMover (Mover M)) | |
![]() | WanderOrCamp (bool bMayCrouch)) | |
![]() | WhatToDoNext (byte CallingByte)) | |
| 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 |
| States Summary |
|---|
| Charging Source code |
|---|
|
state Charging extends MoveToGoalWithEnemy |
| EndState, EnemyNotVisible, MayFall, NotifyBump, NotifyTakeHit, StrafeFromDamage, Timer, TryStrafe, TryToDuck |
| Hunting Source code |
|---|
|
state Hunting extends MoveToGoalWithEnemy |
| EndState, FindViewSpot, IsHunting, MayFall, PickDestination, SeePlayer, Timer |
| MoveToGoal Source code |
|---|
|
state MoveToGoal |
| Timer |
| MoveToGoalNoEnemy Source code |
|---|
|
state MoveToGoalNoEnemy extends MoveToGoal |
| MoveToGoalWithEnemy Source code |
|---|
|
state MoveToGoalWithEnemy extends MoveToGoal |
| Timer |
| NoGoal Source code |
|---|
|
state NoGoal |
| RangedAttack Source code |
|---|
|
state RangedAttack |
| BeginState, CancelCampFor, DoRangedAttackOn, EnemyNotVisible, StopFiring, Stopped, Timer |
| RestFormation Source code |
|---|
|
state RestFormation extends NoGoal |
| BeginState, CancelCampFor, EndState, Formation, MonitoredPawnAlert, PickDestination, Timer |
| Roaming Source code |
|---|
|
state Roaming extends MoveToGoalNoEnemy |
| MayFall |
| StakeOut Source code |
|---|
|
state StakeOut |
| AdjustAim, BeginState, CanAttack, DoStakeOut, EndState, FindNewStakeOutDir, NotifyTakeHit, SeePlayer, SetFocus, Stopped, Timer |
| TacticalMove Source code |
|---|
|
state TacticalMove |
| BeginState, EndState, EnemyNotVisible, EngageDirection, IsStrafing, NotifyHitWall, PawnIsInPain, PickDestination, ReceiveWarning, SetFall, Timer |
| WaitForAnim Source code |
|---|
|
state WaitForAnim |
| AnimEnd |
| WaitingForLanding Source code |
|---|
|
state WaitingForLanding |
| BeginState, DoWaitForLanding, NotifyLanded, Timer |
| Constants Detail |
|---|
| Variables Detail |
|---|
| Functions Detail |
|---|
AdjustAim Source code
AdjustAim StakeOut Source code
AdjustAimError Source code
AdjustAround Source code
AnimEnd WaitForAnim Source code
BeginState RangedAttack Source code
BeginState RestFormation Source code
BeginState StakeOut Source code
BeginState TacticalMove Source code
BeginState WaitingForLanding Source code
CanAttack Source code
CanAttack StakeOut Source code
CancelCampFor Source code
CancelCampFor RangedAttack Source code
CancelCampFor RestFormation Source code
Celebrate Source code
ChangeEnemy Source code
CheckFutureSight Source code
CheckIfShouldCrouch Source code
ChooseAttackMode Source code
ClearShot Source code
DamageAttitudeTo Source code
DefendMelee Source code
Desireability Source code
DirectedWander Source code
DisplayDebug Source code
DoCharge Source code
DoRangedAttackOn Source code
DoRangedAttackOn RangedAttack Source code
DoStakeOut Source code
DoStakeOut StakeOut Source code
DoTacticalMove Source code
DoWaitForLanding Source code
DoWaitForLanding WaitingForLanding Source code
EndState Charging Source code
EndState Hunting Source code
EndState RestFormation Source code
EndState StakeOut Source code
EndState TacticalMove Source code
EnemyChanged Source code
EnemyNotVisible Charging Source code
EnemyNotVisible RangedAttack Source code
EnemyNotVisible TacticalMove Source code
EnemyVisible Source code
EngageDirection TacticalMove Source code
ExecuteWhatToDoNext Source code
FaceActor Source code
FaceMoveTarget Source code
FearThisSpot Source code
FightEnemy Source code
FindBestPathToward Source code
FindNewEnemy Source code
FindNewStakeOutDir StakeOut Source code
FindRoamDest Source code
FindViewSpot Hunting Source code
FireWeaponAt Source code
Formation Source code
Formation RestFormation Source code
GameHasEnded Source code
GetEnemyName Source code
GetOldEnemyName Source code
HearNoise Source code
InitializeSkill Source code
IsHunting Source code
IsHunting Hunting Source code
IsStrafing Source code
IsStrafing TacticalMove Source code
MayFall Charging Source code
MayFall Hunting Source code
MayFall Roaming Source code
MonitoredPawnAlert RestFormation Source code
NearWall Source code
NeedToTurn Source code
NotifyBump Source code
NotifyBump Charging Source code
NotifyHitWall TacticalMove Source code
NotifyKilled Source code
NotifyLanded Source code
NotifyLanded WaitingForLanding Source code
NotifyMissedJump Source code
NotifyPhysicsVolumeChange Source code
NotifyTakeHit Charging Source code
NotifyTakeHit StakeOut Source code
PawnIsInPain TacticalMove Source code
PickDestination Hunting Source code
PickDestination RestFormation Source code
PickDestination TacticalMove Source code
Possess Source code
PostBeginPlay Source code
ReceiveWarning Source code
ReceiveWarning TacticalMove Source code
ResetSkill Source code
Restart Source code
SeePlayer Source code
SeePlayer Hunting Source code
SeePlayer StakeOut Source code
SetCombatTimer Source code
SetEnemy Source code
SetEnemyInfo Source code
SetFall Source code
SetFall TacticalMove Source code
SetFocus StakeOut Source code
SetMaxDesiredSpeed Source code
SetPeripheralVision Source code
ShouldStrafeTo Source code
SoakStop Source code
StopFiring Source code
StopFiring RangedAttack Source code
Stopped Source code
Stopped RangedAttack Source code
Stopped StakeOut Source code
StrafeFromDamage Source code
StrafeFromDamage Charging Source code
TestDirection Source code
TimedFireWeaponAtEnemy Source code
Timer Charging Source code
Timer Hunting Source code
Timer MoveToGoal Source code
Timer MoveToGoalWithEnemy Source code
Timer RangedAttack Source code
Timer RestFormation Source code
Timer StakeOut Source code
Timer TacticalMove Source code
Timer WaitingForLanding Source code
Trigger Source code
TryStrafe Charging Source code
TryToDuck Source code
TryToDuck Charging Source code
TryToWalk Source code
WaitForMover Source code
WanderOrCamp Source code
WhatToDoNext Source code| Defaultproperties |
|---|
defaultproperties
{
bLeadTarget=True
CombatStyle=0.200000
FovAngle=85.000000
}
|
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