| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Core.Object
|
+-- Engine.Actor
|
+-- Engine.Controller
|
+-- Engine.LicenseeController
|
+-- Engine.AIController
|
+-- U2.U2NPCController
|
+-- U2AI.U2NPCControllerScriptable
|
+-- U2AI.U2NPCControllerShared
|
+-- U2AI.U2NPCControllerBase
AtlantisController, U2DrakkBossUpperController, U2DrakkDroidController, U2KillerSproutController, U2NPCControllerBasic, U2SporeController
| Constants Summary | ||
|---|---|---|
| AdjustAgainDelay | = | 1.0 |
| AvoidedBumpWaitTime | = | 1.0 |
| HoldReachedDistance2D | = | 16.0 |
| HoldReachedDistanceSquared2D | = | 256.0 |
| RandomSoundTimerName | = | 'RandomSoundTimer' |
| Inherited Contants from U2AI.U2NPCControllerScriptable |
|---|
| MinMoveSpeedMultiplier, ScriptedDialogFarState, ScriptedDialogState, ScriptedState |
| Variables Summary | |
|---|---|
| name | BaseAcquisitionLabel |
| name | BaseAcquisitionState |
| bool | bDistressedWanderingSaved |
| bool | bIsPaused |
| bool | bProbeActorRangeTransition |
| bool | bProbeEnemyInLeapRange |
| bool | bProbeEnemyInMeleeRange |
| bool | bProbeEnemyInvalid |
| bool | bProbeEnemyNotInMeleeRange |
| bool | bProbeEnemyNotVisible |
| bool | bProbeEnemyRangeTransition |
| bool | bProbeHearNoise |
| bool | bProbeNotifyBump |
| bool | bProbeSeeAlertFriend |
| bool | bProbeSeeEnemy |
| bool | bProbeSeeFriend |
| bool | bProbeSeeOther |
| bool | bSavedWanderingParameters |
| bool | bWanderFixed |
| name | LastPainAnim |
| float | LastRandomSoundTime |
| int | MaxWanderAttempts |
| int | MaxWanderFallbackTypes |
| float | NextAdjustPositionTime |
| float | NextScriptedMoveTime |
| vector | PotentialFocalPoint |
| float | TimeSinceBeginState |
| float | WalkingPctSaved |
| vector | WanderDirection |
| float | WanderMinAdjustedSizeSaved |
| float | WanderMoveSpeed |
| float | WanderPauseOddsSaved |
| float | WanderSpeedMaxSaved |
| float | WanderSpeedMinSaved |
| float | WanderSpreadAngleSaved |
| float | WanderTurnToDestinationOddsSaved |
| Enumerations Summary |
|---|
| Inherited Enumerations from U2AI.U2NPCControllerShared |
|---|
| EDestinationResult, EMoveType |
| Structures Summary |
|---|
| Inherited Structures from U2AI.U2NPCControllerShared |
|---|
| TDistanceInfo |
| Functions Summary | ||
|---|---|---|
![]() | ActorRangeTransition (bool bInRange )) @ScriptedState | |
![]() | bool | AllowFriendlyBumpStateChanges ())) @ScriptedState |
![]() | bool | AllowHitSounds ())) @WanderingPanicState |
![]() | AnimEnd (int Channel )) @ScriptedState | |
![]() | bool | AvoidFriendlyBump (Pawn Other )) @ScriptedDialogState |
![]() | bool | AvoidFriendlyBump (Pawn Other )) @ScriptedState |
![]() | BeginState ())) @CantMoveState | |
![]() | BeginState ())) @DeadState | |
![]() | BeginState ())) @FindAirState | |
![]() | BeginState ())) @HandleInvalidLandingState | |
![]() | BeginState ())) @LandedHardState | |
![]() | BeginState ())) @ScriptedDialogState | |
![]() | BeginState ())) @ScriptedState | |
![]() | BeginState ())) @WanderingPanicState | |
![]() | BeginState ())) @WanderingState | |
![]() | bool | CanDodge (optional bool bIgnoreFalling )) @HandleInvalidLandingState |
![]() | bool | CanDodge (optional bool bIgnoreFalling )) @WanderingPanicState |
![]() | bool | CanFire (bool bTest )) @WanderingPanicState |
![]() | bool | CanKillIfStuck ())) @WanderingPanicState |
![]() | bool | CanKillIfStuck ())) @WanderingState |
![]() | bool | CanTeleportIfStuck ())) @WanderingPanicState |
![]() | bool | CanTeleportIfStuck ())) @WanderingState |
![]() | vector | ClampVerticalComponent (vector V )) @WanderingState |
![]() | DamageAttitudeTo (Pawn Other, float Damage, class | |
![]() | bool | DeferTo (Controller Other )) |
![]() | bool | DeferTo (Controller Other )) @WanderingState |
![]() | float | Desireability (Pickup P )) |
![]() | Destroyed ())) | |
![]() | DialogEnd ())) @ScriptedDialogState | |
![]() | DialogPause ())) @ScriptedDialogState | |
![]() | DialogSetEndingFocus (Actor FocusActor )) @ScriptedDialogState | |
![]() | DialogSetFocus (Actor FocusActor )) @ScriptedDialogState | |
![]() | DialogUnPause ())) @ScriptedDialogState | |
![]() | DoPanicSounds ())) | |
![]() | DumpAIEvents ())) | |
![]() | EnableProbeEvent (name EventName, bool bVal )) @ScriptedState | |
![]() | EndPanic ())) | |
![]() | EndPanicSound ())) | |
![]() | EndState ())) @FindAirState | |
![]() | EndState ())) @HandleInvalidLandingState | |
![]() | EndState ())) @ScriptedDialogState | |
![]() | EndState ())) @ScriptedState | |
![]() | EndState ())) @UsingState | |
![]() | EndState ())) @WanderingPanicState | |
![]() | EndState ())) @WanderingState | |
![]() | EnemyAcquired () @HandleInvalidLandingState | |
![]() | EnemyAcquired ())) @ScriptedState | |
![]() | eventAutoBegin (name DestinationState, name DestinationLabel )) @ScriptedState | |
![]() | eventBumpEnemy (Pawn Other )) @CantMoveState | |
![]() | eventTakeDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class | |
![]() | eventTakeDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class @ScriptedDialogState | |
![]() | eventTookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class | |
![]() | FellOutOfWorld ())) | |
![]() | FinishedRotation ())) @ScriptedState | |
![]() | Freeze ())) | |
![]() | bool | GetDestinationVector (vector Direction, float DesiredDistance, bool bRecovering, out vector DestinationLocation )) @WanderingState |
![]() | float | GetExtraWanderDistance ())) @WanderingState |
![]() | float | GetFlyingMoveSpeed ())) @WanderingState |
![]() | float | GetModifiedMoveSpeed ())) @WanderingState |
![]() | float | GetMoveSpeed (optional vector TargetLocation )) @ScriptedState |
![]() | float | GetNextRandomSoundTime ())) |
![]() | EReaction | GetReactionToEnemy (Pawn EnemyPawn )) |
![]() | float | GetRecentAutoEndTime (Pawn SourcePawn )) |
![]() | string | GetStateInfoString ())) @ScriptedState |
![]() | Actor | GetStepDownDestination (bool bForward )) @HandleInvalidLandingState |
![]() | float | GetSwimmingMoveSpeed ())) @WanderingState |
![]() | ETacticalMoveType | GetTacticalMoveType ())) |
![]() | ETacticalMoveType | GetTacticalMoveType ())) @ScriptedState |
![]() | float | GetWalkingMoveSpeed ())) @WanderingState |
![]() | vector | GetWanderDirection (int FallbackType )) @WanderingState |
![]() | vector | GetWanderDirectionFlying (int FallbackType )) @WanderingState |
![]() | vector | GetWanderDirectionSwimming (int FallbackType )) @WanderingState |
![]() | vector | GetWanderDirectionWalking (int FallbackType )) @WanderingState |
![]() | float | GetWanderDistanceModifier ())) @WanderingState |
![]() | HandleDestinationReached ())) @ScriptedState | |
![]() | HandledInvalidLanding ())) @HandleInvalidLandingState | |
![]() | HandleFinishedRotation ())) @ScriptedState | |
![]() | HandlePanic ())) | |
![]() | HandlePanic () @HandleInvalidLandingState | |
![]() | HandlePanic () @WanderingPanicState | |
![]() | HandleRandomSoundTimer ())) | |
![]() | InitializeEvents ())) | |
![]() | InitializeState () | |
![]() | bool | IsDialogPaused ())) @ScriptedDialogState |
![]() | bool | IsFrozen ())) @CantMoveState |
![]() | bool | IsMobile ())) @CantMoveState |
![]() | LandedHardDone ())) @LandedHardState | |
![]() | MaybeAvoidFriendlyBump (Pawn Other )) @ScriptedState | |
![]() | bool | NotifyHeadVolumeChange (PhysicsVolume NewHeadVolume )) @FindAirState |
![]() | bool | NotifyHitWall (vector HitNormal, actor Wall )) @FindAirState |
![]() | NotifyInvalidLanding (CheckResult Hit )) | |
![]() | NotifyInvalidLanding (CheckResult Hit) @HandleInvalidLandingState | |
![]() | bool | NotifyLanded (vector HitNormal )) @ScriptedState |
![]() | bool | NotifyPhysicsVolumeChange (PhysicsVolume NewVolume )) @WanderingState |
![]() | NotifyUnuse (Actor A )) @ScriptedState | |
![]() | NotifyUnuse (Actor A )) @UsingState | |
![]() | NotifyValidLanding (CheckResult Hit )) @HandleInvalidLandingState | |
![]() | PickDestination ())) @FindAirState | |
![]() | bool | PickDestination ())) @HandleInvalidLandingState |
![]() | bool | PickDestination ())) @WanderingState |
![]() | PlayRandomSound ())) | |
![]() | PlayRandomSound () @DeadState | |
![]() | PlayRandomSound () @FindAirState | |
![]() | PlayRandomSound () @LandedHardState | |
![]() | PlayRandomSound () @ScriptedDialogState | |
![]() | Possess (Pawn P )) | |
![]() | PossessStartup ())) | |
![]() | bool | PreparedForDialog ())) @ScriptedDialogState |
![]() | RandomSoundTimer ())) | |
![]() | RestoreCanStrafe ())) | |
![]() | RestoreWanderingParameters ())) | |
![]() | SaveWanderingParameters ())) | |
![]() | SeeAlertFriend (Pawn Seen )) @ScriptedState | |
![]() | SeeAlertFriend (Pawn Seen )) @WanderingState | |
![]() | SeeFriend (Pawn Seen )) @ScriptedState | |
![]() | bool | SetDestination (vector Direction, float Distance )) @ScriptedState |
![]() | SetEvents ())) | |
![]() | SetRandomSoundTimer ())) | |
![]() | SetSpecialGoal (Actor NewSpecialGoal, optional float NewSpecialGoalDistance, optional bool bFaceSpecialGoalNew )) @ScriptedState | |
![]() | SetWanderingPanicParameters ())) | |
![]() | SetWanderMoveSpeed ())) @WanderingState | |
![]() | bool | ShouldWanderPause ())) @WanderingState |
![]() | StartFalling ())) @MoveToGoalBaseState | |
![]() | StartFriendlyPanicSound ())) | |
![]() | StartPanicSound ())) | |
![]() | Tick (float DeltaTime )) @WanderingPanicState | |
![]() | TurnToActor (Actor A, optional bool bLock )) @ScriptedState | |
![]() | UnFreeze ())) @CantMoveState | |
![]() | UnuseActor (optional Actor A )) @ScriptedState | |
![]() | UnuseActor (optional Actor A )) @UsingState | |
![]() | UpdateEnemy (optional bool bTryRadiusCheck )) | |
![]() | UseActor (Actor A )) @ScriptedState | |
![]() | UseActor (Actor A )) @UsingState | |
![]() | WanderDidMoveSpecialHandling () @WanderingState | |
![]() | bool | WanderPauseSpecialAnimation ())) @WanderingState |
![]() | WanderPauseSpecialHandling () @WanderingState | |
| States Summary |
|---|
| @CantMoveState Source code |
|---|
|
state @CantMoveState |
| BeginState, eventBumpEnemy, IsFrozen, IsMobile, UnFreeze |
| @DeadState Source code |
|---|
|
state @DeadState |
| BeginState, PlayRandomSound |
| @FindAirState Source code |
|---|
|
state @FindAirState |
| BeginState, EndState, NotifyHeadVolumeChange, NotifyHitWall, PickDestination, PlayRandomSound |
| @FrozenState Source code |
|---|
|
state @FrozenState extends @CantMoveState |
| @HandleInvalidLandingState Source code |
|---|
|
state @HandleInvalidLandingState extends @MoveToGoalBaseState |
| BeginState, CanDodge, EndState, EnemyAcquired, GetStepDownDestination, HandledInvalidLanding, HandlePanic, NotifyInvalidLanding, NotifyValidLanding, PickDestination |
| @LandedHardState Source code |
|---|
|
state @LandedHardState |
| BeginState, LandedHardDone, PlayRandomSound |
| @MoveToGoalBaseState Source code |
|---|
|
state @MoveToGoalBaseState |
| StartFalling |
| @ScriptedDialogState Source code |
|---|
|
state @ScriptedDialogState extends @ScriptedState |
| AvoidFriendlyBump, BeginState, DialogEnd, DialogPause, DialogSetEndingFocus, DialogSetFocus, DialogUnPause, EndState, eventTakeDamage, IsDialogPaused, PlayRandomSound, PreparedForDialog |
| @ScriptedState Source code |
|---|
|
state @ScriptedState extends @MoveToGoalBaseState |
| ActorRangeTransition, AllowFriendlyBumpStateChanges, AnimEnd, AvoidFriendlyBump, BeginState, EnableProbeEvent, EndState, EnemyAcquired, eventAutoBegin, FinishedRotation, GetMoveSpeed, GetStateInfoString, GetTacticalMoveType, HandleDestinationReached, HandleFinishedRotation, MaybeAvoidFriendlyBump, NotifyLanded, NotifyUnuse, SeeAlertFriend, SeeFriend, SetDestination, SetSpecialGoal, TurnToActor, UnuseActor, UseActor |
| @TestMoveState Source code |
|---|
|
state @TestMoveState extends @MoveToGoalBaseState |
| @UsingState Source code |
|---|
|
state @UsingState |
| EndState, NotifyUnuse, UnuseActor, UseActor |
| @WanderingPanicState Source code |
|---|
|
state @WanderingPanicState extends @WanderingState |
| AllowHitSounds, BeginState, CanDodge, CanFire, CanKillIfStuck, CanTeleportIfStuck, EndState, HandlePanic, Tick |
| Constants Detail |
|---|
| Variables Detail |
|---|
| Functions Detail |
|---|
ActorRangeTransition @ScriptedState Source code
AllowFriendlyBumpStateChanges @ScriptedState Source code
AllowHitSounds @WanderingPanicState Source code
AnimEnd @ScriptedState Source code
AvoidFriendlyBump @ScriptedDialogState Source code
AvoidFriendlyBump @ScriptedState Source code
BeginState @CantMoveState Source code
BeginState @DeadState Source code
BeginState @FindAirState Source code
BeginState @HandleInvalidLandingState Source code
BeginState @LandedHardState Source code
BeginState @ScriptedDialogState Source code
BeginState @ScriptedState Source code
BeginState @WanderingPanicState Source code
BeginState @WanderingState Source code
CanDodge @HandleInvalidLandingState Source code
CanDodge @WanderingPanicState Source code
CanFire @WanderingPanicState Source code
CanKillIfStuck @WanderingPanicState Source code
CanKillIfStuck @WanderingState Source code
CanTeleportIfStuck @WanderingPanicState Source code
CanTeleportIfStuck @WanderingState Source code
ClampVerticalComponent @WanderingState Source code
DamageAttitudeTo Source code
DeferTo Source code
DeferTo @WanderingState Source code
Desireability Source code
Destroyed Source code
DialogEnd @ScriptedDialogState Source code
DialogPause @ScriptedDialogState Source code
DialogSetEndingFocus @ScriptedDialogState Source code
DialogSetFocus @ScriptedDialogState Source code
DialogUnPause @ScriptedDialogState Source code
DoPanicSounds Source code
DumpAIEvents Source code
EnableProbeEvent @ScriptedState Source code
EndPanic Source code
EndPanicSound Source code
EndState @FindAirState Source code
EndState @HandleInvalidLandingState Source code
EndState @ScriptedDialogState Source code
EndState @ScriptedState Source code
EndState @UsingState Source code
EndState @WanderingPanicState Source code
EndState @WanderingState Source code
EnemyAcquired @HandleInvalidLandingState Source code
EnemyAcquired @ScriptedState Source code
eventAutoBegin @ScriptedState Source code
eventBumpEnemy @CantMoveState Source code
eventTakeDamage Source code
eventTakeDamage @ScriptedDialogState Source code
eventTookDamage Source code
FellOutOfWorld Source code
FinishedRotation @ScriptedState Source code
Freeze Source code
GetDestinationVector @WanderingState Source code
GetExtraWanderDistance @WanderingState Source code
GetFlyingMoveSpeed @WanderingState Source code
GetModifiedMoveSpeed @WanderingState Source code
GetMoveSpeed @ScriptedState Source code
GetNextRandomSoundTime Source code
GetReactionToEnemy Source code
GetRecentAutoEndTime Source code
GetStateInfoString @ScriptedState Source code
GetStepDownDestination @HandleInvalidLandingState Source code
GetSwimmingMoveSpeed @WanderingState Source code
GetTacticalMoveType Source code
GetTacticalMoveType @ScriptedState Source code
GetWalkingMoveSpeed @WanderingState Source code
GetWanderDirection @WanderingState Source code
GetWanderDirectionFlying @WanderingState Source code
GetWanderDirectionSwimming @WanderingState Source code
GetWanderDirectionWalking @WanderingState Source code
GetWanderDistanceModifier @WanderingState Source code
HandleDestinationReached @ScriptedState Source code
HandledInvalidLanding @HandleInvalidLandingState Source code
HandleFinishedRotation @ScriptedState Source code
HandlePanic Source code
HandlePanic @HandleInvalidLandingState Source code
HandlePanic @WanderingPanicState Source code
HandleRandomSoundTimer Source code
InitializeEvents Source code
InitializeState Source code
IsDialogPaused @ScriptedDialogState Source code
IsFrozen @CantMoveState Source code
IsMobile @CantMoveState Source code
LandedHardDone @LandedHardState Source code
MaybeAvoidFriendlyBump @ScriptedState Source code
NotifyHeadVolumeChange @FindAirState Source code
NotifyHitWall @FindAirState Source code
NotifyInvalidLanding Source code
NotifyInvalidLanding @HandleInvalidLandingState Source code
NotifyLanded @ScriptedState Source code
NotifyPhysicsVolumeChange @WanderingState Source code
NotifyUnuse @ScriptedState Source code
NotifyUnuse @UsingState Source code
NotifyValidLanding @HandleInvalidLandingState Source code
PickDestination @FindAirState Source code
PickDestination @HandleInvalidLandingState Source code
PickDestination @WanderingState Source code
PlayRandomSound Source code
PlayRandomSound @DeadState Source code
PlayRandomSound @FindAirState Source code
PlayRandomSound @LandedHardState Source code
PlayRandomSound @ScriptedDialogState Source code
Possess Source code
PossessStartup Source code
PreparedForDialog @ScriptedDialogState Source code
RandomSoundTimer Source code
RestoreCanStrafe Source code
RestoreWanderingParameters Source code
SaveWanderingParameters Source code
SeeAlertFriend @ScriptedState Source code
SeeAlertFriend @WanderingState Source code
SeeFriend @ScriptedState Source code
SetDestination @ScriptedState Source code
SetEvents Source code
SetRandomSoundTimer Source code
SetSpecialGoal @ScriptedState Source code
SetWanderingPanicParameters Source code
SetWanderMoveSpeed @WanderingState Source code
ShouldWanderPause @WanderingState Source code
StartFalling @MoveToGoalBaseState Source code
StartFriendlyPanicSound Source code
StartPanicSound Source code
Tick @WanderingPanicState Source code
TurnToActor @ScriptedState Source code
UnFreeze @CantMoveState Source code
UnuseActor @ScriptedState Source code
UnuseActor @UsingState Source code
UpdateEnemy Source code
UseActor @ScriptedState Source code
UseActor @UsingState Source code
WanderDidMoveSpecialHandling @WanderingState Source code
WanderPauseSpecialAnimation @WanderingState Source code
WanderPauseSpecialHandling @WanderingState Source code| Defaultproperties |
|---|
defaultproperties
{
MaxWanderAttempts=8
MaxWanderFallbackTypes=5
TestTacticalMoveType=TMT_Serpentine
DefaultState='Wandering'
DefaultScriptControllerClass=Class'U2AI.ScriptControllerInterf'
ScriptedScriptControllerClass=Class'U2AI.ScriptControllerBase'
CrouchingMoveSpeedMultiplier=1.000000
StandingMoveSpeedMultiplier=1.000000
FovAngle=85.000000
PlayerReplicationInfoClass=None
RemoteRole=ROLE_None
UseReticleOnEvents(0)="UseReticleText"
UseReticleOnEvents(1)="UseReticleCorners"
UseReticleOnEvents(2)="UseReticleTopBars"
ProximityReticleOnEvents(0)="ProximityReticleCorners"
ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}
|
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