Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
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 |
---|
Defaultproperties |
---|
defaultproperties { bLeadTarget=True CombatStyle=0.200000 FovAngle=85.000000 } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |