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