| 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
|
+-- U2AIOld.U2NPCControllerBaseOld
AtlantisControllerOld, U2NPCControllerAdvancedOld
| Constants Summary | ||
|---|---|---|
| AttackingState | = | 'Attacking' |
| ContinueWanderLabel | = | 'ContinueWander' |
| FallingState | = | 'Falling' |
| FallLongLabel | = | 'FallLong' |
| FallSpecialLabel | = | 'FallSpecial' |
| FireWhileFallingLabel | = | 'FallWhileFiring' |
| HoldReachedDistance2D | = | 16.0 |
| HoldReachedDistanceSquared2D | = | 256.0 |
| LandedLabel | = | 'Landed' |
| MinMoveSpeedMultiplier | = | 0.05 |
| NonRangedFireTimerName | = | 'NonRangedFireTimer' |
| PausingLabel | = | 'Pausing' |
| PlayOutLabel | = | 'PlayOut' |
| SplashLabel | = | 'Splash' |
| TakeHitLabel | = | 'TakeHit' |
| TakeHitState | = | 'TakeHit' |
| Inherited Contants from U2AI.U2NPCControllerScriptable |
|---|
| MinMoveSpeedMultiplier, ScriptedDialogFarState, ScriptedDialogState, ScriptedState |
| Variables Summary | |
|---|---|
| float | Aggressiveness |
| Ambushpoint | AmbushSpot |
| float | AttackNonRangedCheckRate |
| float | AttackNonRangedFailedRate |
| float | AttackReadyToAttackOdds |
| float | AttackStationaryStopTime |
| bool | bBigJump |
| bool | bCamping |
| bool | bCampOnlyOnce |
| bool | bChangeDir |
| bool | bClearShot |
| bool | bDeviousHunting |
| bool | bFireFalling |
| bool | bFiringPaused |
| bool | bFrustrated |
| bool | bGathering |
| bool | bGoosedTimer |
| bool | bInitLifeMessage |
| bool | bIsPaused |
| bool | bKamikaze |
| bool | bLeading |
| NavigationPoint | BlockedPath |
| bool | bMustHunt |
| bool | bNoShootDecor |
| bool | bReadyToAttack |
| bool | bSniping |
| bool | bStationary |
| bool | bStayFreelance |
| bool | bStrafeDir |
| bool | bTriedLastDetectedLocation |
| bool | bWantsToCamp |
| float | CampTime |
| name | DefaultMeleeAttackState |
| vector | HidingSpot |
| float | LastAttractCheck |
| float | LastCampCheck |
| float | LastInvFind |
| name | LastPainAnim |
| float | MaxHuntTime |
| int | MaxMoveToActorAttemptsRoaming |
| name | NextLabel |
| name | NextState |
| Pawn | OldControllerEnemy |
| Actor | OldMoveTarget |
| Object | OrderGiver |
| name | Orders |
| Actor | OrdersObject |
| vector | RealLastDetectedLocation |
| float | RefireDelay |
| Actor | RoamTarget |
| float | TimeBetweenAttacks |
| Enumerations Summary |
|---|
| Inherited Enumerations from U2AI.U2NPCControllerShared |
|---|
| EDestinationResult, EMoveType |
| Structures Summary |
|---|
| Inherited Structures from U2AI.U2NPCControllerShared |
|---|
| TDistanceInfo |
| Functions Summary | ||
|---|---|---|
![]() | bool | AdjustAim (class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash )) @AttackStakeOutState |
![]() | bool | AdjustAim (class<Projectile> ProjectileClass, float ProjSpeed, vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash )) @ScriptedState |
![]() | AdjustJump ())) @FallingState | |
![]() | bool | AllowFriendlyBumpStateChanges ())) @ScriptedState |
![]() | AmbushClearOtherSpots ())) | |
![]() | bool | AmbushFindSpot ())) |
![]() | AmbushPickSpot ())) | |
![]() | AnimEnd (int Channel )) @ScriptedState | |
![]() | bool | AssignHoldSpot (Actor LocationActor )) |
![]() | BeginState ())) @AcquisitionState | |
![]() | BeginState ())) @AttackHuntState | |
![]() | BeginState ())) @AttackingState | |
![]() | BeginState ())) @AttackStakeOutState | |
![]() | BeginState ())) @AttackStationaryState | |
![]() | BeginState ())) @AttackTacticalMoveState | |
![]() | BeginState ())) @DeadState | |
![]() | BeginState ())) @EnemyKilledState | |
![]() | BeginState ())) @FallingState | |
![]() | BeginState ())) @FindAirState | |
![]() | BeginState ())) @FrozenState | |
![]() | BeginState ())) @HoldingState | |
![]() | BeginState ())) @LandedHardState | |
![]() | BeginState ())) @RoamingState | |
![]() | BeginState ())) @ScriptedDialogState | |
![]() | BeginState ())) @ScriptedState | |
![]() | BeginState ())) @TakeHitState | |
![]() | BeginState ())) @WanderingState | |
![]() | BigJump (Actor JumpDest )) | |
![]() | bool | CanFire (bool bTest )) |
![]() | bool | CanFire (bool bTest )) @FrozenState |
![]() | bool | CanMeleeAttack ())) |
![]() | bool | CanPredict (Actor TargetActor )) @AttackCloseState |
![]() | bool | CanStakeOut ())) |
![]() | ChangeDestination ())) @AttackRetreatState | |
![]() | ChangedWeapon ())) | |
![]() | CheckAttackStatus ())) @AttackStationaryState | |
![]() | ChooseAttackMode ())) @AttackingState | |
![]() | ClearAttack ())) | |
![]() | ClearHoldSpots ())) | |
![]() | ClearReferencesTo (Pawn P )) | |
![]() | bool | ClearShot ())) @AttackStakeOutState |
![]() | CombatMove ())) | |
![]() | bool | ContinueAttackStationary ())) @AttackStationaryState |
![]() | bool | ContinueStakeOut ())) @AttackStakeOutState |
![]() | DamageAttitudeTo (Pawn Other, float Damage, class | |
![]() | DamageAttitudeTo (Pawn Other, float Damage, class @AttackCloseState | |
![]() | DamageAttitudeTo (Pawn Other, float Damage, class @AttackHuntState | |
![]() | DamageAttitudeTo (Pawn Other, float Damage, class @AttackStakeOutState | |
![]() | DamageAttitudeTo (Pawn Other, float Damage, class @AttackStationaryState | |
![]() | DamageAttitudeTo (Pawn Other, float Damage, class @AttackTacticalMoveState | |
![]() | DamageAttitudeTo (Pawn Other, float Damage, class @FallingState | |
![]() | DamageAttitudeTo (Pawn Other, float Damage, class @FrozenState | |
![]() | DamageAttitudeTo (Pawn Other, float Damage, class @MoveToGoalWithEnemyState | |
![]() | bool | DeferTo (Controller Other )) |
![]() | bool | DeferTo (Controller Other )) @WanderingState |
![]() | Destroyed ())) | |
![]() | bool | DetermineOrdersTransition (out name DestinationState, out name DestinationLabel )) |
![]() | DialogEnd ())) @ScriptedDialogState | |
![]() | DialogPause ())) @ScriptedDialogState | |
![]() | DialogSetFocus (Actor FocusActor )) @ScriptedDialogState | |
![]() | DialogUnPause ())) @ScriptedDialogState | |
![]() | DoRangedAttack ())) | |
![]() | DoRangedAttack ())) @AttackStationaryState | |
![]() | EnableProbeEvent (name EventName, bool bVal )) @ScriptedState | |
![]() | EndState ())) @AcquisitionState | |
![]() | EndState ())) @AttackCloseState | |
![]() | EndState ())) @AttackHuntState | |
![]() | EndState ())) @AttackStakeOutState | |
![]() | EndState ())) @AttackStationaryState | |
![]() | EndState ())) @AttackTacticalMoveState | |
![]() | EndState ())) @EnemyKilledState | |
![]() | EndState ())) @FallingState | |
![]() | EndState ())) @FindAirState | |
![]() | EndState ())) @HoldingState | |
![]() | EndState ())) @RoamingState | |
![]() | EndState ())) @ScriptedDialogState | |
![]() | EndState ())) @ScriptedState | |
![]() | EndState ())) @UsingState | |
![]() | EndState ())) @VictoryDanceState | |
![]() | EndState ())) @WanderingState | |
![]() | EnemyAcquired ())) | |
![]() | EnemyAcquired ())) @FallingState | |
![]() | EnemyAcquired ())) @HoldingState | |
![]() | EnemyAcquired ())) @ScriptedDialogState | |
![]() | EnemyAcquired ())) @ScriptedState | |
![]() | eventAutoBegin (name DestinationState, name DestinationLabel )) @ScriptedState | |
![]() | eventBumpAll (Actor Other )) @ScriptedState | |
![]() | eventBumpEnemy (Pawn Other )) @AcquisitionState | |
![]() | eventBumpEnemy (Pawn Other )) @AttackFallbackState | |
![]() | eventBumpEnemy (Pawn Other )) @AttackHuntState | |
![]() | eventBumpEnemy (Pawn Other )) @AttackRetreatState | |
![]() | eventBumpEnemy (Pawn Other )) @FrozenState | |
![]() | eventBumpFriend (Pawn Other )) | |
![]() | eventEnemyNotVisible ())) @AttackCloseState | |
![]() | eventEnemyNotVisible ())) @AttackFallbackState | |
![]() | eventEnemyNotVisible ())) @AttackingState | |
![]() | eventEnemyNotVisible ())) @AttackStationaryState | |
![]() | eventEnemyNotVisible ())) @AttackTacticalMoveState | |
![]() | eventEnemyNotVisible ())) @FallingState | |
![]() | 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 )) @FallingState | |
![]() | eventTakeDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class | |
![]() | eventTakeDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class @FrozenState | |
![]() | eventTookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class | |
![]() | eventTookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class @FrozenState | |
![]() | eventTookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class @ScriptedDialogState | |
![]() | eventTookDamage (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class @ScriptedState | |
![]() | ExecuteDodge (bool bLeft, vector DodgeDestination )) | |
![]() | FearThisSpot (Actor aSpot )) @AttackCloseState | |
![]() | FearThisSpot (Actor aSpot )) @AttackHuntState | |
![]() | FearThisSpot (Actor aSpot )) @AttackTacticalMoveState | |
![]() | FearThisSpot (Actor aSpot )) @HoldState | |
![]() | FearThisSpot (Actor aSpot )) @RoamingState | |
![]() | FearThisSpot (Actor aSpot )) @WanderingState | |
![]() | FindNewJumpDest ())) @FallingState | |
![]() | bool | FindSpecialAttraction ())) |
![]() | bool | FindViewSpot ())) @AttackHuntState |
![]() | FinishedRotation ())) @ScriptedState | |
![]() | FireAt (Actor A )) | |
![]() | FireShot (byte bUseAltMode) | |
![]() | bool | FriendlyBumpSpecial ())) |
![]() | GameRelatedKilled (Controller Killer, Controller Killed, Pawn KilledPawn, class<DamageType> DamageType) | |
![]() | float | GetAttackStyle (Actor TargetActor )) |
![]() | float | GetCurrentFireRate ())) |
![]() | float | GetMoveSpeed (optional vector TargetLocation )) @ScriptedState |
![]() | EMoveType | GetMoveTargetFollow (Actor GoalActor, out Actor Path, optional float GoalDistance )) |
![]() | Object | GetOrderGiver ())) |
![]() | name | GetOrders ())) |
![]() | Actor | GetOrdersObject ())) |
![]() | vector | GetPredictedChargeLocation (Pawn TargetPawn )) @AttackCloseState |
![]() | EReaction | GetReactionToEnemy (Pawn EnemyPawn )) |
![]() | name | GetRealOrders ())) |
![]() | bool | GetShouldUseDeviousTactics (float BaseSkill, float BaseOdds )) |
![]() | float | GetSpecifiedFireRate (bool bPrimary )) |
![]() | ETacticalMoveType | GetTacticalMoveType ())) @AttackCloseState |
![]() | ETacticalMoveType | GetTacticalMoveType ())) @AttackFallbackState |
![]() | Actor | GetTarget ())) @ScriptedState |
![]() | GiveUpTactical (bool bCanCharge) | |
![]() | GiveUpTactical (bool bCanCharge )) @AttackTacticalMoveState | |
![]() | HandleBumpedByEnemy ())) | |
![]() | bool | HandleDecorationStuff ())) @RoamingState |
![]() | HandleDestinationReached ())) @ScriptedState | |
![]() | HandleEnemyKilledSafe (Controller Killer, Pawn KilledEnemy )) | |
![]() | HandleEnemyKilledUnSafe (Controller Killer, Pawn KilledEnemy )) | |
![]() | HandleOrdersAttack ())) | |
![]() | HandleOrdersDefend ())) | |
![]() | HandleOrdersFollow ())) | |
![]() | HandleOrdersHold ())) | |
![]() | HandleOrdersNone ())) | |
![]() | HandleTakeHit (vector HitLocation, int Damage, class | |
![]() | bool | IsDialogPaused ())) @ScriptedDialogState |
![]() | bool | IsFiring ())) |
![]() | bool | IsFrozen ())) @FrozenState |
![]() | bool | IsMeleeAttacking ())) |
![]() | bool | IsMobile ())) |
![]() | bool | IsMobile ())) @FrozenState |
![]() | bool | IsPreparedToFire (bool bOwner, optional bool bCheckWeaponRating, optional int MinWeaponRating )) |
![]() | bool | IsPreparedToMelee (bool bOwner, optional bool bCheckWeaponRating, optional int MinWeaponRating )) |
![]() | bool | IsRepeatFire (bool bPrimary )) @ScriptedState |
![]() | bool | IsStationary ())) |
![]() | KeepAttacking ())) @AttackStationaryState | |
![]() | LandedHardDone ())) @LandedHardState | |
![]() | LongFall ())) | |
![]() | MaybeClearHuntingEnemy ())) @AttackHuntState | |
![]() | MaybeFire (byte bUseAltMode )) @ScriptedState | |
![]() | bool | MaybeSetEnemy (Pawn NewEnemy, optional bool bAlertingOthers )) @AttackHuntState |
![]() | bool | MaybeSetEnemy (Pawn NewEnemy, optional bool bAlertingOthers )) @AttackStakeOutState |
![]() | bool | MaybeSetEnemy (Pawn NewEnemy, optional bool bAlertingOthers )) @FallingState |
![]() | MaybeStopFiring (optional float SuggestedFireAgainDelay )) | |
![]() | MayFall ())) @AttackCloseState | |
![]() | MayFall ())) @AttackFallbackState | |
![]() | MayFall ())) @AttackHuntState | |
![]() | MayFall ())) @AttackRetreatState | |
![]() | MayFall ())) @RoamingState | |
![]() | ModifyMoveTarget () @RoamingState | |
![]() | bool | NonRangedFireCheck ())) |
![]() | bool | NonRangedFireCheck ())) @AttackHuntState |
![]() | bool | NonRangedFireCheck ())) @AttackStationaryState |
![]() | NonRangedFireTimer ())) | |
![]() | bool | NotifyHeadVolumeChange (PhysicsVolume NewHeadVolume)) @FindAirState |
![]() | bool | NotifyHitWall (vector HitNormal, Actor Wall )) @AttackTacticalMoveState |
![]() | bool | NotifyHitWall (vector HitNormal, actor Wall )) @FindAirState |
![]() | NotifyKilled (Controller Killer, Controller Killed, Pawn KilledPawn, class | |
![]() | bool | NotifyLanded (vector HitNormal )) @FallingState |
![]() | bool | NotifyLanded (vector HitNormal )) @HoldingState |
![]() | bool | NotifyLanded (vector HitNormal )) @ScriptedState |
![]() | bool | NotifyLanded (vector HitNormal )) @TakeHitState |
![]() | bool | NotifyPhysicsVolumeChange (PhysicsVolume NewVolume )) @FallingState |
![]() | NotifyTakeHit (pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> DamageType, vector Momentum )) | |
![]() | NotifyUnuse (Actor A )) @ScriptedState | |
![]() | NotifyUnuse (Actor A )) @UsingState | |
![]() | bool | OKToHit (Actor HitActor, vector HitLocation, vector HitNormal )) |
![]() | PawnIsInPain (PhysicsVolume PainVolume )) @AttackTacticalMoveState | |
![]() | PickDestination ())) @AttackFallbackState | |
![]() | PickDestination ())) @AttackHuntState | |
![]() | PickDestination ())) @AttackRetreatState | |
![]() | PickDestination (bool bCanCharge )) @AttackTacticalMoveState | |
![]() | PickDestination ())) @FindAirState | |
![]() | PickDestination ())) @HoldState | |
![]() | PickDestination ())) @RoamingState | |
![]() | PickDestination ())) @WanderingState | |
![]() | bool | PickFarInventoryDestination ())) @RoamingState |
![]() | bool | PickHuntDestination ())) @RoamingState |
![]() | bool | PickLocalInventoryDestination (float MaxDist, float MinDistraction )) |
![]() | PickNextSpot ())) @AttackRetreatState | |
![]() | bool | PickOrdersDestination ())) @RoamingState |
![]() | PickRegDestination (bool bCanCharge )) @AttackTacticalMoveState | |
![]() | bool | PickSpecialDestination ())) @RoamingState |
![]() | Possess (Pawn P )) | |
![]() | bool | PreparedToHunt ())) |
![]() | byte | PriorityObjective ())) |
![]() | bool | RandomizeStakeOutDir ())) @AttackStakeOutState |
![]() | ReachedHome ())) @AttackRetreatState | |
![]() | bool | ReadyForAction ())) |
![]() | bool | ReadyForOrders ())) |
![]() | bool | ReduceThreat ())) @AttackHuntState |
![]() | ResetAttackTimer (float SuggestedFireAgainDelay )) | |
![]() | ResetGlobalAISettings ())) | |
![]() | Restart ())) | |
![]() | RestoreRealOrders () | |
![]() | SendMessageAcknowledgeOrders (Controller OrderGiver, float Wait) | |
![]() | SendMessageInPosition (float Wait) | |
![]() | SendMessageNearPoint (Pawn Point, float Wait) | |
![]() | Actor | SetDefense ())) |
![]() | SetFall ())) | |
![]() | SetFall ())) @AttackStakeOutState | |
![]() | SetFall ())) @AttackTacticalMoveState | |
![]() | SetFall ())) @FallingState | |
![]() | SetFall ())) @MoveToGoalBaseState | |
![]() | SetFall ())) @ScriptedState | |
![]() | SetFall ())) @WanderingState | |
![]() | EMoveType | SetMoveTarget (Actor GoalActor, optional float GoalDistance, optional bool bWaitForLanding )) |
![]() | bool | SetOrders (optional name NewOrders, optional Actor NewOrdersObject, optional float NewOrdersThreshold, optional Object NewOrderGiver, optional bool bAcknowledge )) |
![]() | 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 )) @RoamingState |
![]() | SetOrdersObject (Actor NewOrdersObject )) | |
![]() | SetRealOrders (name NewOrders, Actor NewOrdersObject, Object NewOrderGiver) | |
![]() | SetRoamTarget (Actor NewRoamTarget )) | |
![]() | SetRoamTarget (Actor NewRoamTarget )) @RoamingState | |
![]() | SetSpecialGoal (Actor NewSpecialGoal, optional float NewSpecialGoalDistance, optional bool bFaceSpecialGoalNew )) @ScriptedState | |
![]() | SetStationary (bool bVal, optional bool bStayStationaryVal )) | |
![]() | SharedTimerEvent ())) | |
![]() | SharedTimerEvent ())) @AttackCloseState | |
![]() | SharedTimerEvent ())) @AttackingState | |
![]() | SharedTimerEvent ())) @AttackStakeOutState | |
![]() | SharedTimerEvent ())) @AttackStationaryState | |
![]() | SharedTimerEvent ())) @AttackTacticalMoveState | |
![]() | SharedTimerEvent ())) @FallingState | |
![]() | SharedTimerEvent ())) @FindAirState | |
![]() | SharedTimerEvent ())) @HoldingState | |
![]() | SharedTimerEvent ())) @MoveToGoalBaseState | |
![]() | SharedTimerEvent ())) @TakeHitState | |
![]() | SharedTimerEvent ())) @WanderingState | |
![]() | 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 | ShouldDeferTo (Controller Other )) |
![]() | bool | ShouldDestroyNPC ())) |
![]() | bool | ShouldGiveUpHunting ())) |
![]() | bool | ShouldRecamp ())) @RoamingState |
![]() | bool | ShouldTransitionToMeleeAttack ())) |
![]() | bool | SpecialAttackTransition ())) |
![]() | SpecialFire ())) | |
![]() | SpecialFire ())) @AttackStationaryState | |
![]() | StateTransition (name DestinationState, optional name DestinationLabel )) | |
![]() | StateTransition (name DestinationState, optional name DestinationLabel )) @ScriptedState | |
![]() | bool | StrafeFromDamage (float Damage, class<DamageType> DamageType, bool bFindDest )) @AttackCloseState |
![]() | bool | TestCanJump ())) |
![]() | bool | TestDirection (vector Dir, out vector Pick )) @WanderingState |
![]() | TookDamageBase (int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class | |
![]() | bool | TryStrafe (vector SideDir )) @AttackCloseState |
![]() | TryToDodge (vector DuckDir, bool bDuckLeft )) @AttackCloseState | |
![]() | bool | TryToHit (Actor TargetActor, float TargetDistance, float SpreadDegrees, bool bLOSToTarget, float TryToHitBaseOddsMin, float TryToHitBaseOddsMax, float TryToHitBaseDistance, float TryToHitMinMissDistance, float TryToHitMaxHitDistance )) @ScriptedState |
![]() | TurnToActor (Actor A, optional bool bLock )) @ScriptedState | |
![]() | UnuseActor (optional Actor A )) @ScriptedState | |
![]() | UnuseActor (optional Actor A )) @UsingState | |
![]() | UpdateEnemy (optional bool bTryRadiusCheck )) | |
![]() | UpdateOrders (name NewOrders, Object NewOrderGiver, Actor NewOrdersObject )) | |
![]() | UseActor (Actor A )) @ScriptedState | |
![]() | UseActor (Actor A )) @UsingState | |
![]() | bool | UseTacticalJumps ())) |
![]() | VerifyStateChange (name OldState, name NewState, name Label, bool bGoto, string ContextNameStr, int ContextLineNum )) | |
![]() | bool | WanderAfterFriendlyBumpExtra ())) |
| States Summary |
|---|
| @AcquisitionState Source code |
|---|
|
state @AcquisitionState |
| BeginState, EndState, eventBumpEnemy, eventHearNoiseThreat, eventSeeEnemy, ShotFiredNotification |
| @AttackCloseState Source code |
|---|
|
state @AttackCloseState extends @MoveToGoalWithEnemyState |
| CanPredict, DamageAttitudeTo, EndState, eventEnemyNotVisible, FearThisSpot, GetPredictedChargeLocation, GetTacticalMoveType, MayFall, SharedTimerEvent, StrafeFromDamage, TryStrafe, TryToDodge |
| @AttackFallbackState Source code |
|---|
|
state @AttackFallbackState extends @MoveToGoalWithEnemyState |
| eventBumpEnemy, eventEnemyNotVisible, eventHearNoiseThreat, eventSeeEnemy, GetTacticalMoveType, MayFall, PickDestination |
| @AttackHuntState Source code |
|---|
|
state @AttackHuntState |
| BeginState, DamageAttitudeTo, EndState, eventBumpEnemy, eventHearNoiseThreat, FearThisSpot, FindViewSpot, MaybeClearHuntingEnemy, MaybeSetEnemy, MayFall, NonRangedFireCheck, PickDestination, ReduceThreat |
| @AttackingState Source code |
|---|
|
state @AttackingState |
| BeginState, ChooseAttackMode, eventEnemyNotVisible, SharedTimerEvent |
| @AttackRetreatState Source code |
|---|
|
state @AttackRetreatState extends @MoveToGoalWithEnemyState |
| ChangeDestination, eventBumpEnemy, eventHearNoiseThreat, eventSeeEnemy, MayFall, PickDestination, PickNextSpot, ReachedHome, ShotFiredNotification |
| @AttackStakeOutState Source code |
|---|
|
state @AttackStakeOutState |
| AdjustAim, BeginState, ClearShot, ContinueStakeOut, DamageAttitudeTo, EndState, eventHearNoiseThreat, MaybeSetEnemy, RandomizeStakeOutDir, SetFall, SharedTimerEvent |
| @AttackStationaryState Source code |
|---|
|
state @AttackStationaryState |
| BeginState, CheckAttackStatus, ContinueAttackStationary, DamageAttitudeTo, DoRangedAttack, EndState, eventEnemyNotVisible, KeepAttacking, NonRangedFireCheck, SharedTimerEvent, SpecialFire |
| @AttackTacticalMoveState Source code |
|---|
|
state @AttackTacticalMoveState |
| BeginState, DamageAttitudeTo, EndState, eventEnemyNotVisible, FearThisSpot, GiveUpTactical, NotifyHitWall, PawnIsInPain, PickDestination, PickRegDestination, SetFall, SharedTimerEvent, ShotFiredNotification |
| @DeadState Source code |
|---|
|
state @DeadState |
| BeginState |
| @EnemyKilledState Source code |
|---|
|
state @EnemyKilledState |
| BeginState, EndState |
| @FallingState Source code |
|---|
|
state @FallingState |
| AdjustJump, BeginState, DamageAttitudeTo, EndState, EnemyAcquired, eventEnemyNotVisible, eventSeeEnemy, FindNewJumpDest, MaybeSetEnemy, NotifyLanded, NotifyPhysicsVolumeChange, SetFall, SharedTimerEvent |
| @FindAirState Source code |
|---|
|
state @FindAirState |
| BeginState, EndState, eventEnemyNotVisible, NotifyHeadVolumeChange, NotifyHitWall, PickDestination, SharedTimerEvent |
| @FrozenState Source code |
|---|
|
state @FrozenState |
| BeginState, CanFire, DamageAttitudeTo, eventBumpEnemy, eventTakeDamage, eventTookDamage, IsFrozen, IsMobile |
| @GameEndedState Source code |
|---|
|
state @GameEndedState |
| SetOrders |
| @HoldingState Source code |
|---|
|
state @HoldingState |
| BeginState, EndState, EnemyAcquired, NotifyLanded, SharedTimerEvent |
| @HoldState Source code |
|---|
|
state @HoldState |
| FearThisSpot, PickDestination |
| @LandedHardState Source code |
|---|
|
state @LandedHardState |
| BeginState, LandedHardDone |
| @MoveToGoalBaseState Source code |
|---|
|
state @MoveToGoalBaseState |
| SetFall, SharedTimerEvent |
| @MoveToGoalWithEnemyState Source code |
|---|
|
state @MoveToGoalWithEnemyState extends @MoveToGoalBaseState |
| DamageAttitudeTo |
| @RoamingState Source code |
|---|
|
state @RoamingState |
| BeginState, EndState, FearThisSpot, HandleDecorationStuff, MayFall, ModifyMoveTarget, PickDestination, PickFarInventoryDestination, PickHuntDestination, PickOrdersDestination, PickSpecialDestination, SetOrders, SetRoamTarget, ShouldRecamp |
| @ScriptedDialogState Source code |
|---|
|
state @ScriptedDialogState extends @ScriptedState |
| BeginState, DialogEnd, DialogPause, DialogSetFocus, DialogUnPause, EndState, EnemyAcquired, eventTookDamage, IsDialogPaused |
| @ScriptedState Source code |
|---|
state @ScriptedState extends @MoveToGoalBaseState/*!!mdf-tbd: -- maybe just wait for new code -- ideally should use wandering to move away from friendly pawn SleepABit: StopMovement( true, true ); Sleep( 2.0 ); Goto( MovePickDestLabel ); */ |
| AdjustAim, AllowFriendlyBumpStateChanges, AnimEnd, BeginState, EnableProbeEvent, EndState, EnemyAcquired, eventAutoBegin, eventBumpAll, eventTookDamage, FinishedRotation, GetMoveSpeed, GetTarget, HandleDestinationReached, IsRepeatFire, MaybeFire, NotifyLanded, NotifyUnuse, SetFall, SetSpecialGoal, StateTransition, TryToHit, TurnToActor, UnuseActor, UseActor |
| @TakeHitState Source code |
|---|
|
state @TakeHitState |
| BeginState, NotifyLanded, SharedTimerEvent |
| @TestMoveState Source code |
|---|
|
state @TestMoveState extends @MoveToGoalBaseState |
| @UsingState Source code |
|---|
|
state @UsingState |
| EndState, NotifyUnuse, UnuseActor, UseActor |
| @VictoryDanceState Source code |
|---|
|
state @VictoryDanceState extends @EnemyKilledState |
| EndState |
| Constants Detail |
|---|
| Variables Detail |
|---|
| Functions Detail |
|---|
AdjustAim @AttackStakeOutState Source code
AdjustAim @ScriptedState Source code
AdjustJump @FallingState Source code
AllowFriendlyBumpStateChanges @ScriptedState Source code
AmbushClearOtherSpots Source code
AmbushFindSpot Source code
AmbushPickSpot Source code
AnimEnd @ScriptedState Source code
AssignHoldSpot Source code
BeginState @AcquisitionState Source code
BeginState @AttackHuntState Source code
BeginState @AttackingState Source code
BeginState @AttackStakeOutState Source code
BeginState @AttackStationaryState Source code
BeginState @AttackTacticalMoveState Source code
BeginState @DeadState Source code
BeginState @EnemyKilledState Source code
BeginState @FallingState Source code
BeginState @FindAirState Source code
BeginState @FrozenState Source code
BeginState @HoldingState Source code
BeginState @LandedHardState Source code
BeginState @RoamingState Source code
BeginState @ScriptedDialogState Source code
BeginState @ScriptedState Source code
BeginState @TakeHitState Source code
BeginState @WanderingState Source code
BigJump Source code
CanFire Source code
CanFire @FrozenState Source code
CanMeleeAttack Source code
CanPredict @AttackCloseState Source code
CanStakeOut Source code
ChangeDestination @AttackRetreatState Source code
ChangedWeapon Source code
CheckAttackStatus @AttackStationaryState Source code
ChooseAttackMode @AttackingState Source code
ClearAttack Source code
ClearHoldSpots Source code
ClearReferencesTo Source code
ClearShot @AttackStakeOutState Source code
CombatMove Source code
ContinueAttackStationary @AttackStationaryState Source code
ContinueStakeOut @AttackStakeOutState Source code
DamageAttitudeTo Source code
DamageAttitudeTo @AttackCloseState Source code
DamageAttitudeTo @AttackHuntState Source code
DamageAttitudeTo @AttackStakeOutState Source code
DamageAttitudeTo @AttackStationaryState Source code
DamageAttitudeTo @AttackTacticalMoveState Source code
DamageAttitudeTo @FallingState Source code
DamageAttitudeTo @FrozenState Source code
DamageAttitudeTo @MoveToGoalWithEnemyState Source code
DeferTo Source code
DeferTo @WanderingState Source code!mdf-tbd: -- maybe just wait for new code -- ideally should use wandering to move away from friendly pawn function eventBumpFriend( Pawn Other ) { GotoLabel( 'SleepABit' ); }
Destroyed Source code
DetermineOrdersTransition Source code
DialogEnd @ScriptedDialogState Source code
DialogPause @ScriptedDialogState Source code
DialogSetFocus @ScriptedDialogState Source code
DialogUnPause @ScriptedDialogState Source code
DoRangedAttack Source code
DoRangedAttack @AttackStationaryState Source code
EnableProbeEvent @ScriptedState Source code
EndState @AcquisitionState Source code
EndState @AttackCloseState Source code
EndState @AttackHuntState Source code
EndState @AttackStakeOutState Source code
EndState @AttackStationaryState Source code
EndState @AttackTacticalMoveState Source code
EndState @EnemyKilledState Source code
EndState @FallingState Source code
EndState @FindAirState Source code
EndState @HoldingState Source code
EndState @RoamingState Source code
EndState @ScriptedDialogState Source code
EndState @ScriptedState Source code
EndState @UsingState Source code
EndState @VictoryDanceState Source code
EndState @WanderingState Source code
EnemyAcquired Source code
EnemyAcquired @FallingState Source code
EnemyAcquired @HoldingState Source code
EnemyAcquired @ScriptedDialogState Source code
EnemyAcquired @ScriptedState Source code
eventAutoBegin @ScriptedState Source code
eventBumpAll @ScriptedState Source code
eventBumpEnemy @AcquisitionState Source code
eventBumpEnemy @AttackFallbackState Source code
eventBumpEnemy @AttackHuntState Source code
eventBumpEnemy @AttackRetreatState Source code
eventBumpEnemy @FrozenState Source code
eventBumpFriend Source code
eventEnemyNotVisible @AttackCloseState Source code
eventEnemyNotVisible @AttackFallbackState Source code
eventEnemyNotVisible @AttackingState Source code
eventEnemyNotVisible @AttackStationaryState Source code
eventEnemyNotVisible @AttackTacticalMoveState Source code
eventEnemyNotVisible @FallingState 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
eventSeeEnemy @AcquisitionState Source code
eventSeeEnemy @AttackFallbackState Source code
eventSeeEnemy @AttackRetreatState Source code
eventSeeEnemy @FallingState Source code
eventTakeDamage Source code
eventTakeDamage @FrozenState Source code
eventTookDamage Source code
eventTookDamage @FrozenState Source code
eventTookDamage @ScriptedDialogState Source code
eventTookDamage @ScriptedState Source code
ExecuteDodge Source code
FearThisSpot @AttackCloseState Source code
FearThisSpot @AttackHuntState Source code
FearThisSpot @AttackTacticalMoveState Source code
FearThisSpot @HoldState Source code
FearThisSpot @RoamingState Source code
FearThisSpot @WanderingState Source code
FindNewJumpDest @FallingState Source code
FindSpecialAttraction Source code
FindViewSpot @AttackHuntState Source code
FinishedRotation @ScriptedState Source code
FireAt Source code
FireShot Source code
FriendlyBumpSpecial Source code
GameRelatedKilled Source code
GetAttackStyle Source code
GetCurrentFireRate Source code
GetMoveSpeed @ScriptedState Source code
GetMoveTargetFollow Source code
GetOrderGiver Source code
GetOrders Source code
GetOrdersObject Source code
GetPredictedChargeLocation @AttackCloseState Source code
GetReactionToEnemy Source code
GetRealOrders Source code
GetShouldUseDeviousTactics Source code
GetSpecifiedFireRate Source code
GetTacticalMoveType @AttackCloseState Source code
GetTacticalMoveType @AttackFallbackState Source code
GetTarget @ScriptedState Source code
GiveUpTactical Source code
GiveUpTactical @AttackTacticalMoveState Source code
HandleBumpedByEnemy Source code
HandleDecorationStuff @RoamingState Source code
HandleDestinationReached @ScriptedState Source code
HandleEnemyKilledSafe Source code
HandleEnemyKilledUnSafe Source code
HandleOrdersAttack Source code
HandleOrdersDefend Source code
HandleOrdersFollow Source code
HandleOrdersHold Source code
HandleOrdersNone Source code
HandleTakeHit Source code
IsDialogPaused @ScriptedDialogState Source code
IsFiring Source code
IsFrozen @FrozenState Source code
IsMeleeAttacking Source code
IsMobile Source code
IsMobile @FrozenState Source code
IsPreparedToFire Source code
IsPreparedToMelee Source code
IsRepeatFire @ScriptedState Source code
IsStationary Source code
KeepAttacking @AttackStationaryState Source code
LandedHardDone @LandedHardState Source code
LongFall Source code
MaybeClearHuntingEnemy @AttackHuntState Source code
MaybeFire @ScriptedState Source code
MaybeSetEnemy @AttackHuntState Source code
MaybeSetEnemy @AttackStakeOutState Source code
MaybeSetEnemy @FallingState Source code
MaybeStopFiring Source code
MayFall @AttackCloseState Source code
MayFall @AttackFallbackState Source code
MayFall @AttackHuntState Source code
MayFall @AttackRetreatState Source code
MayFall @RoamingState Source code
ModifyMoveTarget @RoamingState Source code
NonRangedFireCheck Source code
NonRangedFireCheck @AttackHuntState Source code
NonRangedFireCheck @AttackStationaryState Source code
NonRangedFireTimer Source code
NotifyHeadVolumeChange @FindAirState Source code
NotifyHitWall @AttackTacticalMoveState Source code
NotifyHitWall @FindAirState Source code
NotifyKilled Source code
NotifyLanded @FallingState Source code
NotifyLanded @HoldingState Source code
NotifyLanded @ScriptedState Source code
NotifyLanded @TakeHitState Source code
NotifyPhysicsVolumeChange @FallingState Source code
NotifyTakeHit Source code
NotifyUnuse @ScriptedState Source code
NotifyUnuse @UsingState Source code
OKToHit Source code
PawnIsInPain @AttackTacticalMoveState Source code
PickDestination @AttackFallbackState Source code
PickDestination @AttackHuntState Source code
PickDestination @AttackRetreatState Source code
PickDestination @AttackTacticalMoveState Source code
PickDestination @FindAirState Source code
PickDestination @HoldState Source code
PickDestination @RoamingState Source code
PickDestination @WanderingState Source code
PickFarInventoryDestination @RoamingState Source code
PickHuntDestination @RoamingState Source code
PickLocalInventoryDestination Source code
PickNextSpot @AttackRetreatState Source code
PickOrdersDestination @RoamingState Source code
PickRegDestination @AttackTacticalMoveState Source code
PickSpecialDestination @RoamingState Source code
Possess Source code
PreparedToHunt Source code
PriorityObjective Source code
RandomizeStakeOutDir @AttackStakeOutState Source code
ReachedHome @AttackRetreatState Source code
ReadyForAction Source code
ReadyForOrders Source code
ReduceThreat @AttackHuntState Source code
ResetAttackTimer Source code
ResetGlobalAISettings Source code
Restart Source code
RestoreRealOrders Source code
SendMessageAcknowledgeOrders Source code
SendMessageInPosition Source code
SendMessageNearPoint Source code
SetDefense Source code
SetFall Source code
SetFall @AttackStakeOutState Source code
SetFall @AttackTacticalMoveState Source code
SetFall @FallingState Source code
SetFall @MoveToGoalBaseState Source code
SetFall @ScriptedState Source code
SetFall @WanderingState Source code
SetMoveTarget Source code
SetOrders Source code
SetOrders @GameEndedState Source code
SetOrders @RoamingState Source code
SetOrdersObject Source code
SetRealOrders Source code
SetRoamTarget Source code
SetRoamTarget @RoamingState Source code!mdf-tbd: -- maybe just wait for new code -- ideally should use wandering to move away from friendly pawn function eventBumpFriend( Pawn Other ) { GS( GetStateName(), 'SleepABit' ); }
SetSpecialGoal @ScriptedState Source code
SetStationary Source code
SharedTimerEvent Source code
SharedTimerEvent @AttackCloseState Source code
SharedTimerEvent @AttackingState Source code
SharedTimerEvent @AttackStakeOutState Source code
SharedTimerEvent @AttackStationaryState Source code
SharedTimerEvent @AttackTacticalMoveState Source code
SharedTimerEvent @FallingState Source code
SharedTimerEvent @FindAirState Source code
SharedTimerEvent @HoldingState Source code
SharedTimerEvent @MoveToGoalBaseState Source code
SharedTimerEvent @TakeHitState Source code
SharedTimerEvent @WanderingState Source code
ShotFiredNotification @AcquisitionState Source code
ShotFiredNotification @AttackRetreatState Source code
ShotFiredNotification @AttackTacticalMoveState Source code
ShouldDeferTo Source code
ShouldDestroyNPC Source code
ShouldGiveUpHunting Source code
ShouldRecamp @RoamingState Source code
ShouldTransitionToMeleeAttack Source code
SpecialAttackTransition Source code
SpecialFire Source code
SpecialFire @AttackStationaryState Source code
StateTransition Source code
StateTransition @ScriptedState Source code
StrafeFromDamage @AttackCloseState Source code
TestCanJump Source code
TestDirection @WanderingState Source code
TookDamageBase Source code
TryStrafe @AttackCloseState Source code
TryToDodge @AttackCloseState Source code
TryToHit @ScriptedState Source code
TurnToActor @ScriptedState Source code
UnuseActor @ScriptedState Source code
UnuseActor @UsingState Source code
UpdateEnemy Source code
UpdateOrders Source code
UseActor @ScriptedState Source code
UseActor @UsingState Source code
UseTacticalJumps Source code
VerifyStateChange Source code
WanderAfterFriendlyBumpExtra Source code| Defaultproperties |
|---|
defaultproperties
{
DefaultMeleeAttackState='AttackMelee'
MaxHuntTime=30.000000
MaxMoveToActorAttemptsRoaming=2
Aggressiveness=0.300000
AttackNonRangedCheckRate=1.000000
AttackNonRangedFailedRate=1.000000
AttackReadyToAttackOdds=0.150000
TimeBetweenAttacks=0.600000
DefaultState='Roaming'
DefaultScriptControllerClass=Class'U2AI.ScriptControllerInterf'
ScriptedScriptControllerClass=Class'U2AI.ScriptControllerBase'
CrouchingMoveSpeedMultiplier=1.000000
ProneMoveSpeedMultiplier=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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