| 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
|
+-- U2AI.U2NPCControllerBasic
SkaarjController, U2AraknidController, U2DrakkBossController, U2NPCControllerAdvanced, U2RammerController, U2ToscController
| Constants Summary | ||
|---|---|---|
| CrouchStanceChangeDuration | = | 0.50 |
| FakeNotifyLeapBeginTimerName | = | 'FakeNotifyLeapBeginTimer' |
| FreezeNPCHackTimerName | = | 'FreezeNPCHackTimer' |
| LeapBeginNotify | = | 'LeapBeginNotify' |
| MinImpaleCos | = | -0.93 |
| ProneStanceChangeDuration | = | 0.75 |
| StayNotify | = | 'Stay' |
| Inherited Contants from U2AI.U2NPCControllerBase |
|---|
| AdjustAgainDelay, AvoidedBumpWaitTime, HoldReachedDistance2D, HoldReachedDistanceSquared2D, RandomSoundTimerName |
| Enumerations Summary |
|---|
| Inherited Enumerations from U2AI.U2NPCControllerShared |
|---|
| EDestinationResult, EMoveType |
| Structures Summary |
|---|
| Inherited Structures from U2AI.U2NPCControllerShared |
|---|
| TDistanceInfo |
| Functions Summary | ||
|---|---|---|
![]() | AbortedLeap ())) @AttackLeapState | |
![]() | bool | AdjustAim (class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash )) @ScriptedState |
![]() | AssignCoverSpot (CoverSpot NewCoverSpot )) @KamikazeState | |
![]() | BCBlockFiring (float SuggestedFireAgainDelay, bool bStopFiring )) @KamikazeState | |
![]() | BCStartFiring ())) @KamikazeState | |
![]() | BeginState ())) @AttackCloseState | |
![]() | BeginState ())) @AttackHuntState | |
![]() | BeginState ())) @AttackLeapState | |
![]() | BeginState ())) @AttackMeleeState | |
![]() | BeginState ())) @AttackMoveToCoverBaseState | |
![]() | BeginState ())) @AttackRecoverEnemyState | |
![]() | BeginState ())) @AttackStakeOutState | |
![]() | BeginState ())) @AttackStationaryState | |
![]() | BeginState ())) @AttackTacticalMoveState | |
![]() | BeginState ())) @AttackTacticalRetreatState | |
![]() | BeginState ())) @AttackTauntState | |
![]() | BeginState ())) @CoweringState | |
![]() | BeginState ())) @DodgingState | |
![]() | BeginState ())) @EnemyKilledState | |
![]() | BeginState ())) @FrozenState | |
![]() | BeginState ())) @HandleInvalidLandingState | |
![]() | BeginState ())) @HoldingState | |
![]() | BeginState ())) @ImpalingState | |
![]() | BeginState ())) @KnockDownState | |
![]() | BeginState ())) @ScriptedState | |
![]() | BeginState ())) @TestMoveState | |
![]() | BeginState ())) @WanderingPanicState | |
![]() | BlockFiring ())) @AttackHuntState | |
![]() | BlockFiring ())) @AttackRecoverEnemyState | |
![]() | bool | CanAttemptLeapAttack ())) @KamikazeState |
![]() | bool | CanDodge (optional bool bIgnoreFalling )) @AttackMeleeState |
![]() | bool | CanDodge (optional bool bIgnoreFalling )) @DodgingState |
![]() | bool | CanDodge (optional bool bIgnoreFalling )) @KnockDownState |
![]() | bool | CanDoRagdollHit ())) @KnockDownState |
![]() | bool | CanFire (bool bTest )) @AcquisitionState |
![]() | bool | CanFire (bool bTest )) @AttackCloseState |
![]() | bool | CanFire (bool bTest )) @AttackFallbackState |
![]() | bool | CanFire (bool bTest )) @AttackHuntState |
![]() | bool | CanFire (bool bTest )) @AttackLeapState |
![]() | bool | CanFire (bool bTest )) @AttackMeleeState |
![]() | bool | CanFire (bool bTest )) @AttackRetreatState |
![]() | bool | CanFire (bool bTest )) @AttackTacticalMoveState |
![]() | bool | CanFire (bool bTest )) @CoweringState |
![]() | bool | CanFire (bool bTest )) @DodgingState |
![]() | bool | CanFire (bool bTest )) @FrozenState |
![]() | bool | CanFire (bool bTest )) @ImpalingState |
![]() | bool | CanFire (bool bTest )) @KamikazeState |
![]() | bool | CanFire (bool bTest )) @KnockDownState |
![]() | bool | CanFire (bool bTest )) @ScriptedState |
![]() | bool | CanImpale (Pawn Victim )) @KamikazeState |
![]() | bool | CanStakeOut ())) @KamikazeState |
![]() | bool | CanUseStillAnimations ())) @AttackStationaryState |
![]() | bool | CanUseStillAnimations ())) @KamikazeState |
![]() | ChangeDestination ())) @AttackRetreatState | |
![]() | CheckBehaviorEnabled ())) @KamikazeState | |
![]() | bool | CheckHoldActor ())) @HoldingState |
![]() | ClearCoverSpot ())) @KamikazeState | |
![]() | ClearHoldSpots ())) @KamikazeState | |
![]() | ClearOrders ())) @KamikazeState | |
![]() | ClearReferencesTo (Pawn P )) @KamikazeState | |
![]() | bool | CloseRequiresPathing ())) @AttackCloseState |
![]() | bool | ContinueStakeOut ())) @AttackStakeOutCoverState |
![]() | bool | ContinueStakeOut ())) @AttackStakeOutState |
![]() | DamageAttitudeTo (Pawn Other, float Damage, class @KamikazeState | |
![]() | bool | DeferTo (Controller Other )) @KamikazeState |
![]() | Destroyed ())) @KamikazeState | |
![]() | bool | DetermineOrdersTransition (out name DestinationState, out name DestinationLabel )) @KamikazeState |
![]() | DoLeapAttack (rotator LeapRotation, float LeapSpeed )) @AttackLeapState | |
![]() | EndPanic ())) @KamikazeState | |
![]() | EndPanic ())) @WanderingPanicState | |
![]() | EndState ())) @AcquisitionState | |
![]() | EndState ())) @AttackCloseState | |
![]() | EndState ())) @AttackHuntState | |
![]() | EndState ())) @AttackLeapState | |
![]() | EndState ())) @AttackMeleeState | |
![]() | EndState ())) @AttackStakeOutState | |
![]() | EndState ())) @AttackStationaryState | |
![]() | EndState ())) @AttackTacticalMoveState | |
![]() | EndState ())) @AttackTacticalRetreatState | |
![]() | EndState ())) @CoweringState | |
![]() | EndState ())) @DodgingState | |
![]() | EndState ())) @EnemyKilledState | |
![]() | EndState ())) @FrozenState | |
![]() | EndState ())) @HandleInvalidLandingState | |
![]() | EndState ())) @HoldingState | |
![]() | EndState ())) @ImpalingState | |
![]() | EndState ())) @KnockDownState | |
![]() | EndState ())) @WanderingPanicState | |
![]() | EnemyAcquired () @AttackHuntState | |
![]() | EnemyAcquired () @DodgingState | |
![]() | EnemyAcquired () @HandleInvalidLandingState | |
![]() | EnemyAcquired ())) @KamikazeState | |
![]() | EnemyAcquired () @KnockDownState | |
![]() | EnemyAcquired () @MoveToGoalWithEnemyState | |
![]() | EnemyAcquired ())) @ScriptedState | |
![]() | EnemyInLeapRange (float Distance )) @KamikazeState | |
![]() | EnemyInMeleeRange ())) @KamikazeState | |
![]() | EnemyInvalid ())) @KamikazeState | |
![]() | EnemyNotInMeleeRange ())) @AttackMeleeState | |
![]() | EnemyNotInMeleeRange ())) @ImpalingState | |
![]() | EnemyRangeTransition (float Distance )) @AttackStationaryState | |
![]() | eventAutoBegin (name DestinationState, name DestinationLabel )) @ScriptedState | |
![]() | eventBumpAll (Actor Other )) @ScriptedState | |
![]() | eventBumpEnemy (Pawn Other )) @AttackCloseChargeState | |
![]() | eventBumpEnemy (Pawn Other )) @AttackFallbackState | |
![]() | eventBumpEnemy (Pawn Other )) @AttackHuntState | |
![]() | eventBumpEnemy (Pawn Other )) @AttackLeapState | |
![]() | eventBumpEnemy (Pawn Other) @AttackMoveToCoverBaseState | |
![]() | eventBumpEnemy (Pawn Other )) @AttackRetreatState | |
![]() | eventBumpFriend (Pawn Other )) @AttackCloseChargeState | |
![]() | eventEnemyNotVisible ())) @AttackCloseState | |
![]() | eventEnemyNotVisible ())) @AttackFallbackState | |
![]() | eventEnemyNotVisible ())) @AttackMeleeState | |
![]() | eventEnemyNotVisible ())) @AttackMoveToCoverCombatState | |
![]() | eventEnemyNotVisible ())) @AttackStationaryState | |
![]() | eventEnemyNotVisible ())) @AttackTacticalMoveState | |
![]() | eventEnemyNotVisible ())) @FindAirState | |
![]() | eventHearNoiseThreat (float Loudness, Actor NoiseMaker )) @AcquisitionState | |
![]() | eventHearNoiseThreat (float Loudness, Actor NoiseMaker )) @AttackFallbackState | |
![]() | eventHearNoiseThreat (float Loudness, Actor NoiseMaker )) @AttackHuntState | |
![]() | eventHearNoiseThreat (float Loudness, Actor NoiseMaker )) @AttackRetreatState | |
![]() | eventHearNoiseThreat (float Loudness, Actor NoiseMaker )) @AttackStakeOutState | |
![]() | eventSeeEnemy (Pawn Seen )) @AcquisitionState | |
![]() | eventSeeEnemy (Pawn Seen )) @AttackFallbackState | |
![]() | eventSeeEnemy (Pawn Seen )) @AttackRetreatState | |
![]() | eventSeeEnemy (Pawn Seen )) @AttackStationaryState | |
![]() | eventSeeOther (Actor Seen )) @KamikazeState | |
![]() | eventTakeDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class @KamikazeState | |
![]() | eventTookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class @AcquisitionState | |
![]() | eventTookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class @AttackCloseState | |
![]() | eventTookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class @AttackHuntState | |
![]() | eventTookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class @AttackStakeOutCoverState | |
![]() | eventTookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class @AttackStakeOutState | |
![]() | ExecuteDodge (bool bLeft, vector DodgeDestination )) @KamikazeState | |
![]() | bool | FaceTarget (float F )) @AttackCloseState |
![]() | bool | FaceTarget (float F )) @AttackFallbackState |
![]() | bool | FaceTarget (float F )) @AttackHuntState |
![]() | bool | FaceTarget (float F )) @AttackMoveToCoverCombatState |
![]() | bool | FaceTarget (float F )) @AttackMoveToCoverFleeState |
![]() | bool | FaceTarget (float F )) @AttackRecoverEnemyState |
![]() | bool | FaceTarget (float F )) @ImpalingState |
![]() | FakeNotifyLeapBeginTimer () @AttackHuntState | |
![]() | FakeNotifyLeapBeginTimer ())) @AttackLeapState | |
![]() | FearThisSpot (Actor aSpot )) @AttackCloseState | |
![]() | FearThisSpot (Actor aSpot )) @AttackHuntState | |
![]() | FearThisSpot (Actor aSpot )) @AttackTacticalMoveState | |
![]() | FearThisSpot (Actor aSpot )) @HoldState | |
![]() | FearThisSpot (Actor aSpot )) @WanderingState | |
![]() | bool | FindAlternativeClosePath (Actor Focus )) @AttackCloseState |
![]() | CoverSpot | FindCoverActor (float MaxDistance, float CosMinAngle, float CosMaxAngle, bool bIncludePathable )) @AttackMoveToCoverBaseState |
![]() | CoverSpot | FindCoverActor (float MaxDistance, float CosMinAngle, float CosMaxAngle, bool bIncludePathable )) @KamikazeState |
![]() | bool | FindRetreatDestination ())) @AttackRetreatState |
![]() | bool | FindSpecialAttraction ())) @KamikazeState |
![]() | bool | FindViewSpot ())) @AttackHuntState |
![]() | FinishedLeap ())) @AttackLeapState | |
![]() | FireAt (Actor A )) @KamikazeState | |
![]() | FireShot (byte bUseAltMode )) @KamikazeState | |
![]() | FreezeNPCHackTimer ())) | |
![]() | bool | FriendlyBumpSpecial ())) @KamikazeState |
![]() | float | GetAttackStyle (Actor TargetActor )) @KamikazeState |
![]() | float | GetCurrentFireRate ())) @KamikazeState |
![]() | float | GetDefenseStyle (Actor TargetActor )) @KamikazeState |
![]() | float | GetDodgeSpeed ())) @DodgingState |
![]() | string | GetExtendedStateInformation ())) @KamikazeState |
![]() | float | GetExtraWanderDistance ())) @WanderingState |
![]() | Actor | GetFinalDestinationActor ())) @AttackFallbackState |
![]() | Actor | GetFinalDestinationActor ())) @AttackMoveToCoverBaseState |
![]() | Actor | GetHoldActor ())) @KamikazeState |
![]() | int | GetLeapDamage (Pawn Other )) @AttackLeapState |
![]() | UtilGame.ELeapResult | GetLeapHighParameters (float TargetDistance, vector Extents, out vector LeapDestination, out float Theta, out float LeapSpeed )) @KamikazeState |
![]() | UtilGame.ELeapResult | GetLeapLowParameters (float TargetDistance, vector Extents, out vector LeapDestination, out float Theta, out float LeapSpeed )) @KamikazeState |
![]() | bool | GetLeapMaxParameters (out vector LeapDestination, vector Extents, out float Theta, out float LeapSpeed )) @KamikazeState |
![]() | vector | GetLeapMomentumTransfer (Pawn Other )) @AttackLeapState |
![]() | bool | GetLeapParameters (out rotator LeapRotation, out float LeapSpeed )) @KamikazeState |
![]() | string | GetMetaStateName ())) @KamikazeState |
![]() | string | GetMetaStateNameShort ())) @KamikazeState |
![]() | Object | GetOrderGiver ())) @KamikazeState |
![]() | name | GetOrders ())) @KamikazeState |
![]() | Actor | GetOrdersObject ())) @KamikazeState |
![]() | float | GetOrdersThreshold ())) @KamikazeState |
![]() | bool | GetPossibleFiringLocation (out vector FiringLocation )) @KamikazeState |
![]() | bool | GetPredictedCloseLocation (out vector PredictedLocation )) @AttackCloseChargeState |
![]() | bool | GetPredictedCloseLocation (out vector PredictedLocation )) @AttackCloseState |
![]() | float | GetReachedDestinationDistance ())) @AttackFallbackState |
![]() | float | GetReachedDestinationDistance ())) @AttackMoveToCoverBaseState |
![]() | EReaction | GetReactionToEnemy (Pawn EnemyPawn )) @KamikazeState |
![]() | bool | GetShouldUseDeviousTactics (float BaseSkill, float BaseOdds )) @KamikazeState |
![]() | Actor | GetSpecialGoal ())) @KamikazeState |
![]() | float | GetSpecifiedFireRate (bool bPrimary )) @KamikazeState |
![]() | ETacticalMoveType | GetTacticalMoveType ())) @AttackCloseChargeState |
![]() | ETacticalMoveType | GetTacticalMoveType ())) @AttackCloseState |
![]() | ETacticalMoveType | GetTacticalMoveType ())) @AttackFallbackState |
![]() | ETacticalMoveType | GetTacticalMoveType ())) @AttackMoveToCoverCombatState |
![]() | Actor | GetTarget ())) @ScriptedState |
![]() | HandleBump (Pawn Other, bool bEnemy )) @AttackCloseChargeState | |
![]() | HandleBump (Pawn Other, bool bEnemy) @KamikazeState | |
![]() | HandleBumpedByEnemy ())) @KamikazeState | |
![]() | HandledInvalidLanding ())) @HandleInvalidLandingState | |
![]() | HandleEnemyInvalid ())) @KamikazeState | |
![]() | HandleEnemyKilledSafe (Controller Killer, Pawn KilledEnemy )) @KamikazeState | |
![]() | HandleEnemyKilledUnSafe (Controller Killer, Pawn KilledEnemy )) @KamikazeState | |
![]() | HandleFinishedRotation ())) @ScriptedState | |
![]() | HandleFriendDead (Pawn KilledFriend )) @KamikazeState | |
![]() | HandleHoldAtDestination () @HoldState | |
![]() | HandleIncoming (Actor IncomingActor, vector IncomingDirection, float IncomingSpeed) @DodgingState | |
![]() | HandleKnockDown ())) @ImpalingState | |
![]() | HandleKnockDown ())) @KamikazeState | |
![]() | HandlePanic ())) @DodgingState | |
![]() | HandlePanic () @KnockDownState | |
![]() | HandleReachedOrdersObject ())) @AttackFallbackState | |
![]() | HandleRecoveredEnemy () @AttackFallbackState | |
![]() | HandleRecoveredEnemy ())) @AttackHuntState | |
![]() | bool | HasInstantHitAttack ())) @KamikazeState |
![]() | bool | HasReachedOrdersObject ())) @AttackFallbackState |
![]() | bool | HasSquadOrders ())) @KamikazeState |
![]() | bool | IgnoreTargetRange ())) @AttackStationaryState |
![]() | ImpaleAttack ())) @KamikazeState | |
![]() | ImpaleAttackAbort ())) @ImpalingState | |
![]() | ImpaleAttackAnimationAbort ())) @KamikazeState | |
![]() | ImpaleMountVictim (Pawn Victim )) @ImpalingState | |
![]() | ImpalePawn ())) @ImpalingState | |
![]() | ImpalePawn () @KamikazeState | |
![]() | ImpaleSetLaunchVector (Pawn Victim )) @ImpalingState | |
![]() | ImpaleUnMountVictim (Pawn Victim )) @ImpalingState | |
![]() | InitializeState ())) @AttackStationaryState | |
![]() | bool | IsFacingTarget (Actor Target, float CosMinFacingAngle )) @AttackHuntState |
![]() | bool | IsFiring ())) @KamikazeState |
![]() | bool | IsImpaling ())) @ImpalingState |
![]() | bool | IsImpaling ())) @KamikazeState |
![]() | bool | IsMeleeAttacking ())) @KamikazeState |
![]() | bool | IsMobile ())) @KamikazeState |
![]() | bool | IsPreparedToFire (bool bOwner, optional bool bCheckWeaponRating, optional int MinWeaponRating )) @KamikazeState |
![]() | bool | IsPreparedToMelee (bool bOwner, optional bool bCheckWeaponRating, optional int MinWeaponRating )) @KamikazeState |
![]() | bool | IsRepeatFire (bool bPrimary )) @ScriptedState |
![]() | bool | IsStationary ())) @KamikazeState |
![]() | KeepAttacking ())) @AttackStationaryState | |
![]() | float | KnockDownAnim ())) @KnockDownState |
![]() | bool | MaybeAcquireEnemy (Pawn NewEnemy )) @KamikazeState |
![]() | MaybeAlertOthers (Pawn PotentialEnemy )) @KamikazeState | |
![]() | MaybeClearHuntingEnemy ())) @AttackHuntState | |
![]() | MaybeFire (byte bUseAltMode )) @ScriptedState | |
![]() | bool | MaybeSetEnemy (Pawn NewEnemy, optional bool bAlertingOthers )) @AttackHuntState |
![]() | bool | MaybeSetEnemy (Pawn NewEnemy, optional bool bAlertingOthers )) @AttackStakeOutState |
![]() | MayFall ())) @AttackCloseState | |
![]() | MayFall ())) @AttackFallbackState | |
![]() | MayFall ())) @AttackHuntState | |
![]() | MayFall ())) @AttackRetreatState | |
![]() | MeleeAttack (byte bUseAltMode )) @KamikazeState | |
![]() | MeleeAttackAbort ())) @KamikazeState | |
![]() | MeleeDamageTimer ())) @KamikazeState | |
![]() | bool | NotifyHeadVolumeChange (PhysicsVolume NewHeadVolume )) @FindAirState |
![]() | bool | NotifyHitWall (vector HitNormal, Actor Wall )) @AttackLeapState |
![]() | bool | NotifyHitWall (vector HitNormal, Actor Wall )) @AttackTacticalMoveState |
![]() | NotifyKilled (Controller Killer, Controller Killed, Pawn KilledPawn, class @KamikazeState | |
![]() | bool | NotifyLanded (vector HitNormal )) @HoldingState |
![]() | NotifyLeapBegin () @AttackHuntState | |
![]() | NotifyLeapBegin ())) @AttackLeapState | |
![]() | NotifyMeleeDamagedEnemy (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class @AttackMeleeState | |
![]() | NotifyMetaStateChange ())) @KamikazeState | |
![]() | NotifyTakeHit (Pawn Instigator, vector HitLocation, int Damage, class<DamageType> DamageType, vector Momentum )) @KamikazeState | |
![]() | bool | OKToHit (Actor HitActor, vector HitLocation, vector HitNormal )) @KamikazeState |
![]() | bool | OverrideSpecialAttraction ())) @AttackFallbackState |
![]() | PawnIsInPain (PhysicsVolume PainVolume )) @AttackTacticalMoveState | |
![]() | PickDestination ())) @AttackFallbackState | |
![]() | PickDestination ())) @AttackHuntState | |
![]() | PickDestination ())) @AttackMoveToCoverBaseState | |
![]() | PickDestination ())) @AttackMoveToCoverCombatState | |
![]() | PickDestination ())) @AttackRetreatState | |
![]() | PickDestination (bool bCanCharge )) @AttackTacticalMoveState | |
![]() | PickDestination (bool bCanCharge )) @AttackTacticalRetreatState | |
![]() | PickDestination ())) @HoldState | |
![]() | bool | PickDestination ())) @WanderingState |
![]() | PickNextSpot ())) @AttackRetreatState | |
![]() | PlayFriendDeadSound ())) @KamikazeState | |
![]() | PlayRandomSound () @AcquisitionState | |
![]() | PlayRandomSound () @AttackLeapState | |
![]() | PlayRandomSound () @AttackMeleeState | |
![]() | PlayRandomSound () @AttackTauntState | |
![]() | PlayRandomSound () @CoweringState | |
![]() | PlayRandomSound () @DodgingState | |
![]() | PlayRandomSound () @GameEndedState | |
![]() | PlayRandomSound () @ImpalingState | |
![]() | PlayRandomSound () @KnockDownState | |
![]() | Possess (Pawn P )) @KamikazeState | |
![]() | PossessStartup ())) @KamikazeState | |
![]() | byte | PriorityObjective ())) @KamikazeState |
![]() | bool | ProcessOrders (name NewOrders, out Actor NewOrdersObject, out float NewOrdersThreshold, out Object NewOrderGiver )) @KamikazeState |
![]() | bool | ProcessOrdersFollow (out Actor NewOrdersObject, Object NewOrderGiver )) @KamikazeState |
![]() | bool | ProcessOrdersGoto (out Actor NewOrdersObject )) @KamikazeState |
![]() | bool | ProcessOrdersHold (out Actor NewOrdersObject, Object NewOrderGiver )) @KamikazeState |
![]() | bool | ProcessOrdersNone ())) @KamikazeState |
![]() | bool | ProcessOrdersSquad ())) @KamikazeState |
![]() | RangedAttackAbort ())) @KamikazeState | |
![]() | ReachedHome ())) @AttackRetreatState | |
![]() | bool | ReduceThreat ())) @AttackHuntState |
![]() | ReflectNotify (name NotifyName )) @AttackLeapState | |
![]() | ReflectNotify (name NotifyName )) @DodgingState | |
![]() | ResetGlobalAISettings () @KamikazeState | |
![]() | Restart ())) @KamikazeState | |
![]() | RestoreCanStrafe ())) @KamikazeState | |
![]() | EDestinationResult | SetChargeDestination ())) @AttackCloseState |
![]() | SetCurrentCoverSpot (CoverSpot NewCoverSpot )) @AttackMoveToCoverBaseState | |
![]() | SetExecuteOrders (bool bVal )) @KamikazeState | |
![]() | SetFall ())) @AttackTacticalMoveState | |
![]() | SetFocus ())) @HoldingState | |
![]() | bool | SetOrders (optional name NewOrders, optional Actor NewOrdersObject, optional float NewOrdersThreshold, optional Object NewOrderGiver, optional bool bAcknowledge) @GameEndedState |
![]() | bool | SetOrders (optional name NewOrders, optional Actor NewOrdersObject, optional float NewOrdersThreshold, optional Object NewOrderGiver, optional bool bAcknowledge )) @KamikazeState |
![]() | SetOrdersObject (Actor NewOrdersObject )) @KamikazeState | |
![]() | SetPeripheralVision ())) @KamikazeState | |
![]() | float | SetSpecialAnim (name AnimAction, bool bOverrideBehavior )) @KamikazeState |
![]() | SetStationary (bool bVal, optional bool bStayStationaryVal )) @KamikazeState | |
![]() | bool | SetValidFiringLocation (bool bTryRight, float Distance, out byte bBlocked )) @AttackStationaryState |
![]() | SetWanderMoveSpeed ())) @WanderingState | |
![]() | SharedTimerEvent ())) @AttackStationaryState | |
![]() | ShotFiredNotification (Pawn Shooter, vector FireDir, class<Projectile> ProjectileClass, float ProjSpeed) @AcquisitionState | |
![]() | ShotFiredNotification (Pawn Shooter, vector FireDir, class<Projectile> ProjectileClass, float ProjSpeed )) @AttackRetreatState | |
![]() | ShotFiredNotification (Pawn Shooter, vector FireDir, class<Projectile> ProjectileClass, float ProjSpeed )) @AttackTacticalMoveState | |
![]() | bool | ShouldAbortState ())) @AttackStationaryState |
![]() | bool | ShouldClearSpecialColliders ())) @AttackFallbackState |
![]() | bool | ShouldClearSpecialColliders ())) @AttackMoveToCoverBaseState |
![]() | bool | ShouldDeferTo (Controller Other )) @KamikazeState |
![]() | bool | ShouldGiveUpHunting ())) @KamikazeState |
![]() | bool | ShouldTryToLead (Actor TargetActor, float TargetDistance, bool bTrySplash )) @ScriptedState |
![]() | bool | ShouldWanderPause ())) @WanderingState |
![]() | SpawnShotTimer ())) @KamikazeState | |
![]() | SpecialDeathHandling (Pawn KilledPawn )) @KamikazeState | |
![]() | bool | SpecialHuntDestination ())) @AttackHuntState |
![]() | bool | SplashDamageAttack ())) @KamikazeState |
![]() | bool | SplashJump ())) @KamikazeState |
![]() | StartFalling ())) @AttackTacticalMoveState | |
![]() | bool | StopFearingEnemy ())) @AttackRetreatState |
![]() | StopFiringBase ())) @KamikazeState | |
![]() | StopFiringUpdate (float SuggestedFireAgainDelay )) @KamikazeState | |
![]() | StopFiringUpdate (float SuggestedFireAgainDelay )) @ScriptedState | |
![]() | bool | StrafeFromDamage (float Damage, class<DamageType> DamageType, bool bFindDest )) @AttackCloseState |
![]() | bool | StrafeFromDamage (float Damage, class<DamageType> DamageType, bool bFindDest) @KamikazeState |
![]() | bool | TestAimLocation (vector ProjStart, float ProjSpeed, Actor TargetActor, vector AimLocation, float MaxMissDistance, bool bCanHitOtherPawns )) @ScriptedState |
![]() | bool | TestCanJump ())) @KamikazeState |
![]() | Tick (float DeltaTime )) @ImpalingState | |
![]() | float | TimeSinceTargetLastSeen (Actor TargetActor )) @ScriptedState |
![]() | bool | TrySplashDamageAttack ())) @KamikazeState |
![]() | bool | TryStrafe (vector SideDir )) @AttackCloseState |
![]() | TryToCloseDodge (bool bLeft )) @AttackCloseState | |
![]() | TryToDodge (vector DuckDir, bool bDuckLeft )) @AttackCloseState | |
![]() | TryToDodge (vector DuckDir, bool bDuckLeft) @AttackLeapState | |
![]() | TryToFindCover ())) @AttackMoveToCoverBaseState | |
![]() | TryToFindCover ())) @AttackMoveToCoverCombatState | |
![]() | TryToFindCover ())) @AttackMoveToCoverFleeState | |
![]() | bool | TryToHit (Actor TargetActor, float TargetDistance, float SpreadDegrees, bool bLOSToTarget, float TryToHitBaseOddsMin, float TryToHitBaseOddsMax, float TryToHitBaseDistance, float TryToHitMinMissDistance, float TryToHitMaxHitDistance )) @ScriptedState |
![]() | UnImpalePawn ())) @ImpalingState | |
![]() | UnImpalePawn () @KamikazeState | |
![]() | UpdateEnemy (optional bool bTryRadiusCheck )) @KamikazeState | |
![]() | UpdateOrders (name NewOrders, Actor NewOrdersObject, float NewOrdersThreshold, Object NewOrderGiver )) @KamikazeState | |
![]() | UpdateRetreatBehavior ())) @AttackTacticalRetreatMeleeState | |
![]() | UpdateRetreatBehavior ())) @AttackTacticalRetreatState | |
![]() | bool | UpdateStance (byte TargetStance, optional float EnemyDistance )) @KamikazeState |
![]() | UpdateTacticalMoveBehavior ())) @AttackTacticalMoveMeleeState | |
![]() | UpdateTacticalMoveBehavior ())) @AttackTacticalMoveState | |
![]() | bool | UseTacticalJumps ())) @KamikazeState |
![]() | bool | VerifyCoverSpot ())) @AttackMoveToCoverBaseState |
![]() | VerifyStateChange (name OldState, name NewState, name Label, bool bGoto, string ContextStr, int ContextLineNum )) @KamikazeState | |
![]() | bool | WanderAfterFriendlyBumpExtra ())) @KamikazeState |
| States Summary |
|---|
| @AcquisitionState Source code |
|---|
|
state @AcquisitionState |
| CanFire, EndState, eventHearNoiseThreat, eventSeeEnemy, eventTookDamage, PlayRandomSound, ShotFiredNotification |
| @AttackCloseChargeState Source code |
|---|
|
state @AttackCloseChargeState extends @AttackCloseState |
| eventBumpEnemy, eventBumpFriend, GetPredictedCloseLocation, GetTacticalMoveType, HandleBump |
| @AttackCloseState Source code |
|---|
|
state @AttackCloseState extends @MoveToGoalWithEnemyState |
| BeginState, CanFire, CloseRequiresPathing, EndState, eventEnemyNotVisible, eventTookDamage, FaceTarget, FearThisSpot, FindAlternativeClosePath, GetPredictedCloseLocation, GetTacticalMoveType, MayFall, SetChargeDestination, StrafeFromDamage, TryStrafe, TryToCloseDodge, TryToDodge |
| @AttackFallbackState Source code |
|---|
|
state @AttackFallbackState extends @MoveToGoalWithEnemyState |
| CanFire, eventBumpEnemy, eventEnemyNotVisible, eventHearNoiseThreat, eventSeeEnemy, FaceTarget, GetFinalDestinationActor, GetReachedDestinationDistance, GetTacticalMoveType, HandleReachedOrdersObject, HandleRecoveredEnemy, HasReachedOrdersObject, MayFall, OverrideSpecialAttraction, PickDestination, ShouldClearSpecialColliders |
| @AttackHuntState Source code |
|---|
|
state @AttackHuntState |
| BeginState, BlockFiring, CanFire, EndState, EnemyAcquired, eventBumpEnemy, eventHearNoiseThreat, eventTookDamage, FaceTarget, FakeNotifyLeapBeginTimer, FearThisSpot, FindViewSpot, HandleRecoveredEnemy, IsFacingTarget, MaybeClearHuntingEnemy, MaybeSetEnemy, MayFall, NotifyLeapBegin, PickDestination, ReduceThreat, SpecialHuntDestination |
| @AttackLeapState Source code |
|---|
|
state @AttackLeapState |
| AbortedLeap, BeginState, CanFire, DoLeapAttack, EndState, eventBumpEnemy, FakeNotifyLeapBeginTimer, FinishedLeap, GetLeapDamage, GetLeapMomentumTransfer, NotifyHitWall, NotifyLeapBegin, PlayRandomSound, ReflectNotify, TryToDodge |
| @AttackMeleeState Source code |
|---|
|
state @AttackMeleeState |
| BeginState, CanDodge, CanFire, EndState, EnemyNotInMeleeRange, eventEnemyNotVisible, NotifyMeleeDamagedEnemy, PlayRandomSound |
| @AttackMoveToCoverBaseState Source code |
|---|
|
state @AttackMoveToCoverBaseState extends @AttackFallbackState |
| BeginState, eventBumpEnemy, FindCoverActor, GetFinalDestinationActor, GetReachedDestinationDistance, PickDestination, SetCurrentCoverSpot, ShouldClearSpecialColliders, TryToFindCover, VerifyCoverSpot |
| @AttackMoveToCoverCombatState Source code |
|---|
|
state @AttackMoveToCoverCombatState extends @AttackMoveToCoverBaseState |
| eventEnemyNotVisible, FaceTarget, GetTacticalMoveType, PickDestination, TryToFindCover |
| @AttackMoveToCoverFleeState Source code |
|---|
|
state @AttackMoveToCoverFleeState extends @AttackMoveToCoverBaseState |
| FaceTarget, TryToFindCover |
| @AttackRecoverEnemyState Source code |
|---|
|
state @AttackRecoverEnemyState extends @AttackHuntState |
| BeginState, BlockFiring, FaceTarget |
| @AttackRetreatState Source code |
|---|
|
state @AttackRetreatState extends @MoveToGoalWithEnemyState |
| CanFire, ChangeDestination, eventBumpEnemy, eventHearNoiseThreat, eventSeeEnemy, FindRetreatDestination, MayFall, PickDestination, PickNextSpot, ReachedHome, ShotFiredNotification, StopFearingEnemy |
| @AttackStakeOutCoverState Source code |
|---|
|
state @AttackStakeOutCoverState extends @AttackStakeOutState |
| ContinueStakeOut, eventTookDamage |
| @AttackStakeOutState Source code |
|---|
|
state @AttackStakeOutState |
| BeginState, ContinueStakeOut, EndState, eventHearNoiseThreat, eventTookDamage, MaybeSetEnemy |
| @AttackStationaryState Source code |
|---|
|
state @AttackStationaryState |
| BeginState, CanUseStillAnimations, EndState, EnemyRangeTransition, eventEnemyNotVisible, eventSeeEnemy, IgnoreTargetRange, InitializeState, KeepAttacking, SetValidFiringLocation, SharedTimerEvent, ShouldAbortState |
| @AttackTacticalMoveMeleeState Source code |
|---|
|
state @AttackTacticalMoveMeleeState extends @AttackTacticalMoveState |
| UpdateTacticalMoveBehavior |
| @AttackTacticalMoveState Source code |
|---|
|
state @AttackTacticalMoveState |
| BeginState, CanFire, EndState, eventEnemyNotVisible, FearThisSpot, NotifyHitWall, PawnIsInPain, PickDestination, SetFall, ShotFiredNotification, StartFalling, UpdateTacticalMoveBehavior |
| @AttackTacticalRetreatMeleeState Source code |
|---|
|
state @AttackTacticalRetreatMeleeState extends @AttackTacticalRetreatState |
| UpdateRetreatBehavior |
| @AttackTacticalRetreatState Source code |
|---|
|
state @AttackTacticalRetreatState extends @AttackTacticalMoveState |
| BeginState, EndState, PickDestination, UpdateRetreatBehavior |
| @AttackTauntState Source code |
|---|
|
state @AttackTauntState extends @AcquisitionState |
| BeginState, PlayRandomSound |
| @CantMoveState Source code |
|---|
|
state @CantMoveState |
| @CoweringState Source code |
|---|
|
state @CoweringState |
| BeginState, CanFire, EndState, PlayRandomSound |
| @DeadLockedState Source code |
|---|
|
state @DeadLockedState |
| @DodgingState Source code |
|---|
|
state @DodgingState |
| BeginState, CanDodge, CanFire, EndState, EnemyAcquired, GetDodgeSpeed, HandleIncoming, HandlePanic, PlayRandomSound, ReflectNotify |
| @EnemyKilledState Source code |
|---|
|
state @EnemyKilledState |
| BeginState, EndState |
| @FindAirState Source code |
|---|
|
state @FindAirState |
| eventEnemyNotVisible, NotifyHeadVolumeChange |
| @FrozenState Source code |
|---|
|
state @FrozenState |
| BeginState, CanFire, EndState |
| @GameEndedState Source code |
|---|
|
state @GameEndedState |
| PlayRandomSound, SetOrders |
| @HandleInvalidLandingState Source code |
|---|
|
state @HandleInvalidLandingState |
| BeginState, EndState, EnemyAcquired, HandledInvalidLanding |
| @HoldingState Source code |
|---|
|
state @HoldingState |
| BeginState, CheckHoldActor, EndState, NotifyLanded, SetFocus |
| @HoldState Source code |
|---|
|
state @HoldState |
| FearThisSpot, HandleHoldAtDestination, PickDestination |
| @ImpalingState Source code |
|---|
|
state @ImpalingState |
| BeginState, CanFire, EndState, EnemyNotInMeleeRange, FaceTarget, HandleKnockDown, ImpaleAttackAbort, ImpaleMountVictim, ImpalePawn, ImpaleSetLaunchVector, ImpaleUnMountVictim, IsImpaling, PlayRandomSound, Tick, UnImpalePawn |
| @KnockDownState Source code |
|---|
|
state @KnockDownState |
| BeginState, CanDodge, CanDoRagdollHit, CanFire, EndState, EnemyAcquired, HandlePanic, KnockDownAnim, PlayRandomSound |
| @MoveToGoalWithEnemyState Source code |
|---|
|
state @MoveToGoalWithEnemyState extends @MoveToGoalBaseState |
| EnemyAcquired |
| @ScriptedState Source code |
|---|
|
state @ScriptedState |
| AdjustAim, BeginState, CanFire, EnemyAcquired, eventAutoBegin, eventBumpAll, GetTarget, HandleFinishedRotation, IsRepeatFire, MaybeFire, ShouldTryToLead, StopFiringUpdate, TestAimLocation, TimeSinceTargetLastSeen, TryToHit |
| @TestMoveState Source code |
|---|
|
state @TestMoveState |
| BeginState |
| @WanderingPanicState Source code |
|---|
|
state @WanderingPanicState |
| BeginState, EndPanic, EndState |
| @WanderingState Source code |
|---|
|
state @WanderingState |
| FearThisSpot, GetExtraWanderDistance, PickDestination, SetWanderMoveSpeed, ShouldWanderPause |
| Constants Detail |
|---|
| Variables Detail |
|---|
| Functions Detail |
|---|
AbortedLeap @AttackLeapState Source code
AdjustAim @ScriptedState Source code
AssignCoverSpot @KamikazeState Source code
BCBlockFiring @KamikazeState Source code
BCStartFiring @KamikazeState Source code
BeginState @AttackCloseState Source code
BeginState @AttackHuntState Source code
BeginState @AttackLeapState Source code
BeginState @AttackMeleeState Source code
BeginState @AttackMoveToCoverBaseState Source code
BeginState @AttackRecoverEnemyState Source code
BeginState @AttackStakeOutState Source code
BeginState @AttackStationaryState Source code
BeginState @AttackTacticalMoveState Source code!mdf && PriorityObjective() == 0
BeginState @AttackTacticalRetreatState Source code
BeginState @AttackTauntState Source code
BeginState @CoweringState Source code
BeginState @DodgingState Source code
BeginState @EnemyKilledState Source code
BeginState @FrozenState Source code
BeginState @HandleInvalidLandingState Source code
BeginState @HoldingState Source code
BeginState @ImpalingState Source code
BeginState @KnockDownState Source code
BeginState @ScriptedState Source code
BeginState @TestMoveState Source code
BeginState @WanderingPanicState Source code
BlockFiring @AttackHuntState Source code
BlockFiring @AttackRecoverEnemyState Source code
CanAttemptLeapAttack @KamikazeState Source code
CanDodge @AttackMeleeState Source code
CanDodge @DodgingState Source code
CanDodge @KnockDownState Source code
CanDoRagdollHit @KnockDownState Source code
CanFire @AcquisitionState Source code
CanFire @AttackCloseState Source code
CanFire @AttackFallbackState Source code
CanFire @AttackHuntState Source code
CanFire @AttackLeapState Source code
CanFire @AttackMeleeState Source code
CanFire @AttackRetreatState Source code
CanFire @AttackTacticalMoveState Source code
CanFire @CoweringState Source code
CanFire @DodgingState Source code
CanFire @FrozenState Source code
CanFire @ImpalingState Source code
CanFire @KamikazeState Source code
CanFire @KnockDownState Source code
CanFire @ScriptedState Source code
CanImpale @KamikazeState Source code
CanStakeOut @KamikazeState Source code
CanUseStillAnimations @AttackStationaryState Source code
CanUseStillAnimations @KamikazeState Source code
ChangeDestination @AttackRetreatState Source code
CheckBehaviorEnabled @KamikazeState Source code
CheckHoldActor @HoldingState Source code
ClearCoverSpot @KamikazeState Source code
ClearHoldSpots @KamikazeState Source code
ClearOrders @KamikazeState Source code
ClearReferencesTo @KamikazeState Source code
CloseRequiresPathing @AttackCloseState Source code
ContinueStakeOut @AttackStakeOutCoverState Source code
ContinueStakeOut @AttackStakeOutState Source code
DamageAttitudeTo @KamikazeState Source code
DeferTo @KamikazeState Source code
Destroyed @KamikazeState Source code
DetermineOrdersTransition @KamikazeState Source code
DoLeapAttack @AttackLeapState Source code
EndPanic @KamikazeState Source code
EndPanic @WanderingPanicState Source code
EndState @AcquisitionState Source code!mdf-tbd: //------------------------------------------------------------------------- event BeginState() { //DMTNS( "BeginState" ); // turn more slowly during acquisition? Pawn.RotationRate.Yaw = Min( 32000, Pawn.default.RotationRate.Yaw ); }
EndState @AttackCloseState Source code
EndState @AttackHuntState Source code
EndState @AttackLeapState Source code
EndState @AttackMeleeState Source code
EndState @AttackStakeOutState Source code
EndState @AttackStationaryState Source code
EndState @AttackTacticalMoveState Source code
EndState @AttackTacticalRetreatState Source code
EndState @CoweringState Source code
EndState @DodgingState Source code
EndState @EnemyKilledState Source code
EndState @FrozenState Source code
EndState @HandleInvalidLandingState Source code
EndState @HoldingState Source code
EndState @ImpalingState Source code
EndState @KnockDownState Source code
EndState @WanderingPanicState Source code
EnemyAcquired @AttackHuntState Source code
EnemyAcquired @DodgingState Source code
EnemyAcquired @HandleInvalidLandingState Source code
EnemyAcquired @KamikazeState Source code
EnemyAcquired @KnockDownState Source code
EnemyAcquired @MoveToGoalWithEnemyState Source code
EnemyAcquired @ScriptedState Source code
EnemyInLeapRange @KamikazeState Source code
EnemyInMeleeRange @KamikazeState Source code
EnemyInvalid @KamikazeState Source code
EnemyNotInMeleeRange @AttackMeleeState Source code
EnemyNotInMeleeRange @ImpalingState Source code
EnemyRangeTransition @AttackStationaryState Source code
eventAutoBegin @ScriptedState Source code
eventBumpAll @ScriptedState Source code
eventBumpEnemy @AttackCloseChargeState Source code
eventBumpEnemy @AttackFallbackState Source code
eventBumpEnemy @AttackHuntState Source code
eventBumpEnemy @AttackLeapState Source code
eventBumpEnemy @AttackMoveToCoverBaseState Source code
eventBumpEnemy @AttackRetreatState Source code
eventBumpFriend @AttackCloseChargeState Source code
eventEnemyNotVisible @AttackCloseState Source code
eventEnemyNotVisible @AttackFallbackState Source code
eventEnemyNotVisible @AttackMeleeState Source code
eventEnemyNotVisible @AttackMoveToCoverCombatState Source code
eventEnemyNotVisible @AttackStationaryState Source code
eventEnemyNotVisible @AttackTacticalMoveState Source code
eventEnemyNotVisible @FindAirState Source code
eventHearNoiseThreat @AcquisitionState Source code
eventHearNoiseThreat @AttackFallbackState Source code
eventHearNoiseThreat @AttackHuntState Source code
eventHearNoiseThreat @AttackRetreatState Source code
eventHearNoiseThreat @AttackStakeOutState Source code!-mdf-tbd: I'm not sure when/if we want to do this -- currently an NPC that is in AttackStakeOut (or a derived state) will immediately go out of that state if, e.g. the enemy fires his weapon (which calls MakeNoise). For now it seems that we should only set the enemy if there is nothing
eventSeeEnemy @AcquisitionState Source code
eventSeeEnemy @AttackFallbackState Source code
eventSeeEnemy @AttackRetreatState Source code
eventSeeEnemy @AttackStationaryState Source code
eventSeeOther @KamikazeState Source code
eventTakeDamage @KamikazeState Source code
eventTookDamage @AcquisitionState Source code
eventTookDamage @AttackCloseState Source code
eventTookDamage @AttackHuntState Source code
eventTookDamage @AttackStakeOutCoverState Source code
eventTookDamage @AttackStakeOutState Source code
ExecuteDodge @KamikazeState Source code
FaceTarget @AttackCloseState Source code
FaceTarget @AttackFallbackState Source code
FaceTarget @AttackHuntState Source code
FaceTarget @AttackMoveToCoverCombatState Source code
FaceTarget @AttackMoveToCoverFleeState Source code
FaceTarget @AttackRecoverEnemyState Source code
FaceTarget @ImpalingState Source code
FakeNotifyLeapBeginTimer @AttackHuntState Source code
FakeNotifyLeapBeginTimer @AttackLeapState Source code
FearThisSpot @AttackCloseState Source code
FearThisSpot @AttackHuntState Source code
FearThisSpot @AttackTacticalMoveState Source code
FearThisSpot @HoldState Source code
FearThisSpot @WanderingState Source code
FindAlternativeClosePath @AttackCloseState Source code
FindCoverActor @AttackMoveToCoverBaseState Source code
FindCoverActor @KamikazeState Source code
FindRetreatDestination @AttackRetreatState Source code
FindSpecialAttraction @KamikazeState Source code
FindViewSpot @AttackHuntState Source code
FinishedLeap @AttackLeapState Source code
FireAt @KamikazeState Source code
FireShot @KamikazeState Source code
FreezeNPCHackTimer Source code
FriendlyBumpSpecial @KamikazeState Source code
GetAttackStyle @KamikazeState Source code
GetCurrentFireRate @KamikazeState Source code
GetDefenseStyle @KamikazeState Source code
GetDodgeSpeed @DodgingState Source code
GetExtendedStateInformation @KamikazeState Source code
GetExtraWanderDistance @WanderingState Source code
GetFinalDestinationActor @AttackFallbackState Source code
GetFinalDestinationActor @AttackMoveToCoverBaseState Source code!mdf-tbd: // shook off enemy? if( GetTimeSinceEnemyLastSeen() > 3 ) //9 #debug SetControllerEnemy( None, GetContext() ); #release SetControllerEnemy( None );
GetHoldActor @KamikazeState Source code
GetLeapDamage @AttackLeapState Source code
GetLeapHighParameters @KamikazeState Source code
GetLeapLowParameters @KamikazeState Source code
GetLeapMaxParameters @KamikazeState Source code
GetLeapMomentumTransfer @AttackLeapState Source code
GetLeapParameters @KamikazeState Source code
GetMetaStateName @KamikazeState Source code
GetMetaStateNameShort @KamikazeState Source code
GetOrderGiver @KamikazeState Source code
GetOrders @KamikazeState Source code
GetOrdersObject @KamikazeState Source code
GetOrdersThreshold @KamikazeState Source code
GetPossibleFiringLocation @KamikazeState Source code
GetPredictedCloseLocation @AttackCloseChargeState Source code
GetPredictedCloseLocation @AttackCloseState Source code
GetReachedDestinationDistance @AttackFallbackState Source code
GetReachedDestinationDistance @AttackMoveToCoverBaseState Source code
GetReactionToEnemy @KamikazeState Source code
GetShouldUseDeviousTactics @KamikazeState Source code
GetSpecialGoal @KamikazeState Source code
GetSpecifiedFireRate @KamikazeState Source code
GetTacticalMoveType @AttackCloseChargeState Source code
GetTacticalMoveType @AttackCloseState Source code
GetTacticalMoveType @AttackFallbackState Source code
GetTacticalMoveType @AttackMoveToCoverCombatState Source code
GetTarget @ScriptedState Source code
HandleBump @AttackCloseChargeState Source code
HandleBump @KamikazeState Source code
HandleBumpedByEnemy @KamikazeState Source code
HandledInvalidLanding @HandleInvalidLandingState Source code
HandleEnemyInvalid @KamikazeState Source code
HandleEnemyKilledSafe @KamikazeState Source code
HandleEnemyKilledUnSafe @KamikazeState Source code
HandleFinishedRotation @ScriptedState Source code
HandleFriendDead @KamikazeState Source code
HandleHoldAtDestination @HoldState Source code
HandleIncoming @DodgingState Source code
HandleKnockDown @ImpalingState Source code
HandleKnockDown @KamikazeState Source code
HandlePanic @DodgingState Source code
HandlePanic @KnockDownState Source code
HandleReachedOrdersObject @AttackFallbackState Source code!mdf-tbd: used to be -- we don't currently have any cases afaik where we want an NPC to stop short of the order object if its within sight if we do add cases like this then we should have a way of determining when to use it. return( VSize( Pawn.Location - OrdersObject.Location ) < 20 || (VSize( Pawn.Location - OrdersObject.Location ) < 600 && LineOfSightTo( OrdersObject )) );
HandleRecoveredEnemy @AttackFallbackState Source code
HandleRecoveredEnemy @AttackHuntState Source code
HasInstantHitAttack @KamikazeState Source code
HasReachedOrdersObject @AttackFallbackState Source code
HasSquadOrders @KamikazeState Source code
IgnoreTargetRange @AttackStationaryState Source code
ImpaleAttack @KamikazeState Source code
ImpaleAttackAbort @ImpalingState Source code
ImpaleAttackAnimationAbort @KamikazeState Source code
ImpaleMountVictim @ImpalingState Source code
ImpalePawn @ImpalingState Source code
ImpalePawn @KamikazeState Source code
ImpaleSetLaunchVector @ImpalingState Source code
ImpaleUnMountVictim @ImpalingState Source code
InitializeState @AttackStationaryState Source code
IsFacingTarget @AttackHuntState Source code
IsFiring @KamikazeState Source code
IsImpaling @ImpalingState Source code
IsImpaling @KamikazeState Source code
IsMeleeAttacking @KamikazeState Source code
IsMobile @KamikazeState Source code
IsPreparedToFire @KamikazeState Source code
IsPreparedToMelee @KamikazeState Source code
IsRepeatFire @ScriptedState Source code
IsStationary @KamikazeState Source code
KeepAttacking @AttackStationaryState Source code
KnockDownAnim @KnockDownState Source code
MaybeAcquireEnemy @KamikazeState Source code
MaybeAlertOthers @KamikazeState Source code
MaybeClearHuntingEnemy @AttackHuntState Source code
MaybeFire @ScriptedState Source code
MaybeSetEnemy @AttackHuntState Source code
MaybeSetEnemy @AttackStakeOutState Source code
MayFall @AttackCloseState Source code
MayFall @AttackFallbackState Source code
MayFall @AttackHuntState Source code
MayFall @AttackRetreatState Source code
MeleeAttack @KamikazeState Source code
MeleeAttackAbort @KamikazeState Source code
MeleeDamageTimer @KamikazeState Source code
NotifyHeadVolumeChange @FindAirState Source code
NotifyHitWall @AttackLeapState Source code
NotifyHitWall @AttackTacticalMoveState Source code
NotifyKilled @KamikazeState Source code
NotifyLanded @HoldingState Source code
NotifyLeapBegin @AttackHuntState Source code!mdf-tbd: if( bSniping ) { #debug BehaviorController.Update( BC_AttackUpdate, GetContext() ); //!!tbd: BC_StakeOut? } #release BehaviorController.Update( BC_AttackUpdate ); //!!tbd: BC_StakeOut? if( Orders == OrdersFollow ) { if( !LineOfSightTo( Controller(OrdersObject).Pawn ) ) GS( AttackFallbackState ); //GS-tbd } else if( Orders == OrdersHold ) { if( !LineOfSightTo( OrdersObject ) ) GS( AttackFallbackState ); //GS-tbd } else if( Orders == OrdersDefend ) { if( AmbushSpot != None ) { if( !LineOfSightTo( AmbushSpot ) ) GS( AttackFallbackState ); //GS-tbd } else if( !LineOfSightTo( OrdersObject ) ) GS( AttackFallbackState ); //GS-tbd }
NotifyLeapBegin @AttackLeapState Source code
NotifyMeleeDamagedEnemy @AttackMeleeState Source code
NotifyMetaStateChange @KamikazeState Source code
NotifyTakeHit @KamikazeState Source code!mdf function NotTakingHit() { if( Pawn.PhysicsVolume.Gravity.Z > Pawn.PhysicsVolume.default.Gravity.Z && (Momentum.Z/Pawn.PhysicsVolume.Gravity.Z < -0.5) ) bFireFalling = true; else Super.NotTakingHit(); }
OKToHit @KamikazeState Source code
OverrideSpecialAttraction @AttackFallbackState Source code
PawnIsInPain @AttackTacticalMoveState Source code
PickDestination @AttackFallbackState Source code
PickDestination @AttackHuntState Source code
PickDestination @AttackMoveToCoverBaseState Source code
PickDestination @AttackMoveToCoverCombatState Source code
PickDestination @AttackRetreatState Source code
PickDestination @AttackTacticalMoveState Source code
PickDestination @AttackTacticalRetreatState Source code
PickDestination @HoldState Source code
PickDestination @WanderingState Source code
PickNextSpot @AttackRetreatState Source code
PlayFriendDeadSound @KamikazeState Source code
PlayRandomSound @AcquisitionState Source code
PlayRandomSound @AttackLeapState Source code
PlayRandomSound @AttackMeleeState Source code
PlayRandomSound @AttackTauntState Source code
PlayRandomSound @CoweringState Source code
PlayRandomSound @DodgingState Source code
PlayRandomSound @GameEndedState Source code
PlayRandomSound @ImpalingState Source code
PlayRandomSound @KnockDownState Source code
Possess @KamikazeState Source code
PossessStartup @KamikazeState Source code
PriorityObjective @KamikazeState Source code
ProcessOrders @KamikazeState Source code
ProcessOrdersFollow @KamikazeState Source code
ProcessOrdersGoto @KamikazeState Source code
ProcessOrdersHold @KamikazeState Source code
ProcessOrdersNone @KamikazeState Source code
ProcessOrdersSquad @KamikazeState Source code
RangedAttackAbort @KamikazeState Source code
ReachedHome @AttackRetreatState Source code
ReduceThreat @AttackHuntState Source code
ReflectNotify @AttackLeapState Source code
ReflectNotify @DodgingState Source code
ResetGlobalAISettings @KamikazeState Source code
Restart @KamikazeState Source code
RestoreCanStrafe @KamikazeState Source code
SetChargeDestination @AttackCloseState Source code
SetCurrentCoverSpot @AttackMoveToCoverBaseState Source code
SetExecuteOrders @KamikazeState Source code
SetFall @AttackTacticalMoveState Source code
SetFocus @HoldingState Source code
SetOrders @GameEndedState Source code
SetOrders @KamikazeState Source code
SetOrdersObject @KamikazeState Source code
SetPeripheralVision @KamikazeState Source code
SetSpecialAnim @KamikazeState Source code
SetStationary @KamikazeState Source code
SetValidFiringLocation @AttackStationaryState Source code
SetWanderMoveSpeed @WanderingState Source code
SharedTimerEvent @AttackStationaryState Source code
ShotFiredNotification @AcquisitionState Source code
ShotFiredNotification @AttackRetreatState Source code
ShotFiredNotification @AttackTacticalMoveState Source code
ShouldAbortState @AttackStationaryState Source code
ShouldClearSpecialColliders @AttackFallbackState Source code
ShouldClearSpecialColliders @AttackMoveToCoverBaseState Source code
ShouldDeferTo @KamikazeState Source code
ShouldGiveUpHunting @KamikazeState Source code
ShouldTryToLead @ScriptedState Source code
ShouldWanderPause @WanderingState Source code
SpawnShotTimer @KamikazeState Source code
SpecialDeathHandling @KamikazeState Source code
SpecialHuntDestination @AttackHuntState Source code
SplashDamageAttack @KamikazeState Source code
SplashJump @KamikazeState Source code
StartFalling @AttackTacticalMoveState Source code
StopFearingEnemy @AttackRetreatState Source code
StopFiringBase @KamikazeState Source code
StopFiringUpdate @KamikazeState Source code
StopFiringUpdate @ScriptedState Source code
StrafeFromDamage @AttackCloseState Source code
StrafeFromDamage @KamikazeState Source code
TestAimLocation @ScriptedState Source code
TestCanJump @KamikazeState Source code
Tick @ImpalingState Source code
TimeSinceTargetLastSeen @ScriptedState Source code
TrySplashDamageAttack @KamikazeState Source code
TryStrafe @AttackCloseState Source code
TryToCloseDodge @AttackCloseState Source code
TryToDodge @AttackCloseState Source code
TryToDodge @AttackLeapState Source code
TryToFindCover @AttackMoveToCoverBaseState Source code
TryToFindCover @AttackMoveToCoverCombatState Source code
TryToFindCover @AttackMoveToCoverFleeState Source code
TryToHit @ScriptedState Source code
UnImpalePawn @ImpalingState Source code
UnImpalePawn @KamikazeState Source code
UpdateEnemy @KamikazeState Source code
UpdateOrders @KamikazeState Source code
UpdateRetreatBehavior @AttackTacticalRetreatMeleeState Source code
UpdateRetreatBehavior @AttackTacticalRetreatState Source code
UpdateStance @KamikazeState Source code
UpdateTacticalMoveBehavior @AttackTacticalMoveMeleeState Source code
UpdateTacticalMoveBehavior @AttackTacticalMoveState Source code
UseTacticalJumps @KamikazeState Source code
VerifyCoverSpot @AttackMoveToCoverBaseState Source code
VerifyStateChange @KamikazeState Source code
WanderAfterFriendlyBumpExtra @KamikazeState Source code| Defaultproperties |
|---|
defaultproperties
{
Aggressiveness=0.300000
VerifyCoverRate=0.500000
ExecuteOrdersThreshold=0.500000
BehaviorControllerClass=Class'U2AI.BehaviorControllerBasic'
DefaultAcquisitionState='Acquisition'
DefaultDeadLockedState='DeadLocked'
DefaultImmobileState='hold'
DefaultImmobileAttackState='AttackStationary'
MaxFallbackNoDetectTime=5.000000
MaxHuntTime=30.000000
LeapMinHitWallDelay=0.200000
bProbeHearNoise=true
bProbeNotifyBump=true
bProbeEnemyInMeleeRange=true
bProbeSeeEnemy=true
CosMinFacingTargetAngle=0.866000
UseReticleOnEvents(0)="UseReticleText"
UseReticleOnEvents(1)="UseReticleCorners"
UseReticleOnEvents(2)="UseReticleTopBars"
ProximityReticleOnEvents(0)="ProximityReticleCorners"
ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}
|
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