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SkaarjPack.MonsterController

Extends
ScriptedController

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller
      |   
      +-- Engine.AIController
         |   
         +-- Gameplay.ScriptedController
            |   
            +-- SkaarjPack.MonsterController

Direct Known Subclasses:

FriendlyMonsterController

Constants Summary
ENEMYLOCATIONFUZZ=1200
MAXSTAKEOUTDIST=2000
MINSTRAFEDIST=200
MINVIEWDIST=200
TACTICALHEIGHTADVANTAGE=320

Variables Summary
floatAccuracy
floatAcquireTime
boolbCanFire
boolbChangeDir
boolbEnemyIsVisible
boolbForcedDirection
boolbHasFired
boolbJustLanded
boolbLeadTarget
boolbMustCharge
boolbRecommendFastMove
boolbStrafeDir
floatChallengeTime
intChooseAttackCounter
floatChooseAttackTime
intChoosingAttackLevel
floatCombatStyle
floatEnemyVisibilityTime
PawnFailedHuntEnemy
floatFailedHuntTime
stringGoalString
vectorHidingSpot
floatLastRespawnTime
floatLoseEnemyCheckTime
intNumRandomJumps
pawnOldEnemy
floatReactionTime
stringSoakString
floatStartTacticalTime
floatStopStartTime
floatStrafingAbility
pawnVisibleEnemy
Inherited Variables from Gameplay.ScriptedController
ActionNum, AnimsRemaining, bBroken, bChangingPawns, bFakeShot, bFineWeaponControl, bPendingDoubleJump, bPendingShoot, bShootSpray, bShootTarget, bUseScriptFacing, CurrentAction, CurrentAnimation, FiringMode, IterationCounter, IterationSectionStart, MyPlayerController, NumShots, PendingController, ScriptedFocus, SequenceScript
Inherited Variables from Engine.AIController
bAdjustFromWalls, bHunting, bPlannedJump, MyScript, Skill

Functions Summary
functionrotator AdjustAim (FireProperties FiredAmmunition, vector projStart, int aimerror)
functionrotator AdjustAim (FireProperties FiredAmmunition, vector projStart, int aimerror)
StakeOut
functionfloat AdjustAimError (float aimerror, float TargetDist, bool bDefendMelee, bool bInstantProj, bool bLeadTargetNow)
functionbool AdjustAround (Pawn Other)
event AnimEnd (int Channel)
WaitForAnim
function BeginState ()
RangedAttack
function BeginState ()
RestFormation
function BeginState ()
StakeOut
function BeginState ()
TacticalMove
function BeginState ()
WaitingForLanding
functionbool CanAttack (Actor Other)
functionbool CanAttack (Actor Other)
StakeOut
function CancelCampFor (Controller C)
function CancelCampFor (Controller C)
RangedAttack
function CancelCampFor (Controller C)
RestFormation
function Celebrate ()
function ChangeEnemy (Pawn NewEnemy, bool bCanSeeNewEnemy)
functionbool CheckFutureSight (float deltatime)
function CheckIfShouldCrouch (vector StartPosition, vector TargetPosition, float probability)
function ChooseAttackMode ()
functionbool ClearShot (Vector TargetLoc, bool bImmediateFire)
function DamageAttitudeTo (Pawn Other, float Damage)
functionbool DefendMelee (float Dist)
eventfloat Desireability (Pickup P)
function DirectedWander (vector WanderDir)
function DisplayDebug (Canvas Canvas, out float YL, out float YPos)
function DoCharge ()
function DoRangedAttackOn (Actor A)
function DoRangedAttackOn (Actor A)
RangedAttack
function DoStakeOut ()
function DoStakeOut ()
StakeOut
function DoTacticalMove ()
functionbool DoWaitForLanding ()
functionbool DoWaitForLanding ()
WaitingForLanding
function EndState ()
Charging
function EndState ()
Hunting
function EndState ()
RestFormation
function EndState ()
StakeOut
function EndState ()
TacticalMove
function EnemyChanged (bool bNewEnemyVisible)
function EnemyNotVisible ()
Charging
function EnemyNotVisible ()
RangedAttack
function EnemyNotVisible ()
TacticalMove
functionbool EnemyVisible ()
functionbool EngageDirection (vector StrafeDir, bool bForced)
TacticalMove
function ExecuteWhatToDoNext ()
functionActor FaceActor (float StrafingModifier)
functionActor FaceMoveTarget ()
function FearThisSpot (AvoidMarker aSpot)
function FightEnemy (bool bCanCharge)
functionbool FindBestPathToward (Actor A, bool bCheckedReach, bool bAllowDetour)
functionbool FindNewEnemy ()
function FindNewStakeOutDir ()
StakeOut
functionbool FindRoamDest ()
functionbool FindViewSpot ()
Hunting
functionbool FireWeaponAt (Actor A)
functionbool Formation ()
functionbool Formation ()
RestFormation
function GameHasEnded ()
functionstring GetEnemyName ()
functionstring GetOldEnemyName ()
function HearNoise (float Loudness, Actor NoiseMaker)
function InitializeSkill (float InSkill)
functionbool IsHunting ()
functionbool IsHunting ()
Hunting
functionbool IsStrafing ()
functionbool IsStrafing ()
TacticalMove
function MayFall ()
Charging
function MayFall ()
Hunting
function MayFall ()
Roaming
event MonitoredPawnAlert ()
RestFormation
functionbool NearWall (float walldist)
functionbool NeedToTurn (vector targ)
eventbool NotifyBump (actor Other)
eventbool NotifyBump (actor Other)
Charging
functionbool NotifyHitWall (vector HitNormal, actor Wall)
TacticalMove
function NotifyKilled (Controller Killer, Controller Killed, pawn KilledPawn)
functionbool NotifyLanded (vector HitNormal)
functionbool NotifyLanded (vector HitNormal)
WaitingForLanding
event NotifyMissedJump ()
functionbool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)
function NotifyTakeHit (pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum)
Charging
function NotifyTakeHit (pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum)
StakeOut
function PawnIsInPain (PhysicsVolume PainVolume)
TacticalMove
function PickDestination ()
Hunting
function PickDestination ()
RestFormation
function PickDestination ()
TacticalMove
function Possess (Pawn aPawn)
function PostBeginPlay ()
function ReceiveWarning (Pawn shooter, float projSpeed, vector FireDir)
function ReceiveWarning (Pawn shooter, float projSpeed, vector FireDir)
TacticalMove
function ResetSkill ()
function Restart ()
event SeePlayer (Pawn SeenPlayer)
function SeePlayer (Pawn SeenPlayer)
Hunting
event SeePlayer (Pawn SeenPlayer)
StakeOut
function SetCombatTimer ()
functionbool SetEnemy (Pawn NewEnemy, optional bool bHateMonster)
function SetEnemyInfo (bool bNewEnemyVisible)
function SetFall ()
function SetFall ()
TacticalMove
function SetFocus ()
StakeOut
function SetMaxDesiredSpeed ()
function SetPeripheralVision ()
functionbool ShouldStrafeTo (Actor WayPoint)
event SoakStop (string problem)
function StopFiring ()
function StopFiring ()
RangedAttack
functionbool Stopped ()
functionbool Stopped ()
RangedAttack
functionbool Stopped ()
StakeOut
functionbool StrafeFromDamage (float Damage, class<DamageType> DamageType, bool bFindDest)
functionbool StrafeFromDamage (float Damage, class<DamageType> DamageType, bool bFindDest)
Charging
functionbool TestDirection (vector dir, out vector pick)
function TimedFireWeaponAtEnemy ()
function Timer ()
Charging
function Timer ()
Hunting
function Timer ()
MoveToGoal
function Timer ()
MoveToGoalWithEnemy
function Timer ()
RangedAttack
function Timer ()
RestFormation
function Timer ()
StakeOut
function Timer ()
TacticalMove
function Timer ()
WaitingForLanding
function Trigger (actor Other, pawn EventInstigator)
functionbool TryStrafe (vector sideDir)
Charging
functionbool TryToDuck (vector duckDir, bool bReversed)
functionbool TryToDuck (vector duckDir, bool bReversed)
Charging
function TryToWalk ()
function WaitForMover (Mover M)
function WanderOrCamp (bool bMayCrouch)
function WhatToDoNext (byte CallingByte)
Inherited Functions from Gameplay.ScriptedController
AbortScript, AdjustAim, AnimEnd, CheckIfNearPlayer, ClearAnimation, ClearScript, CompleteAction, DestroyPawn, DisplayDebug, EndState, GetInstigator, GetMyPlayer, GetSoundSource, InitForNextAction, LeaveScripting, LIPSincAnimEnd, MayShootAtEnemy, MayShootTarget, NotifyJumpApex, SetDoubleJump, SetEnemyReaction, SetFireYaw, SetMoveTarget, SetNewScript, TakeControlOf, Tick, Timer, Trigger, UnPossess, WeaponFireAgain
Inherited Functions from Engine.AIController
AdjustDesireFor, AdjustView, DisplayDebug, GetFacingDirection, GetOrderObject, GetOrders, MoverFinished, PreBeginPlay, PrepareForMove, PriorityObjective, RateWeapon, Reset, SetOrders, Startle, Trigger, TriggerScript, UnderLift, WaitForMover, WaitToSeeEnemy, WeaponFireAgain

States Summary
Charging Source code
state Charging extends MoveToGoalWithEnemy
EndState, EnemyNotVisible, MayFall, NotifyBump, NotifyTakeHit, StrafeFromDamage, Timer, TryStrafe, TryToDuck
Hunting Source code
state Hunting extends MoveToGoalWithEnemy
EndState, FindViewSpot, IsHunting, MayFall, PickDestination, SeePlayer, Timer
MoveToGoal Source code
state MoveToGoal
Timer
MoveToGoalNoEnemy Source code
state MoveToGoalNoEnemy extends MoveToGoal
MoveToGoalWithEnemy Source code
state MoveToGoalWithEnemy extends MoveToGoal
Timer
NoGoal Source code
state NoGoal
RangedAttack Source code
state RangedAttack
BeginState, CancelCampFor, DoRangedAttackOn, EnemyNotVisible, StopFiring, Stopped, Timer
RestFormation Source code
state RestFormation extends NoGoal
BeginState, CancelCampFor, EndState, Formation, MonitoredPawnAlert, PickDestination, Timer
Roaming Source code
state Roaming extends MoveToGoalNoEnemy
MayFall
StakeOut Source code
state StakeOut
AdjustAim, BeginState, CanAttack, DoStakeOut, EndState, FindNewStakeOutDir, NotifyTakeHit, SeePlayer, SetFocus, Stopped, Timer
TacticalMove Source code
state TacticalMove
BeginState, EndState, EnemyNotVisible, EngageDirection, IsStrafing, NotifyHitWall, PawnIsInPain, PickDestination, ReceiveWarning, SetFall, Timer
WaitForAnim Source code
state WaitForAnim
AnimEnd
WaitingForLanding Source code
state WaitingForLanding
BeginState, DoWaitForLanding, NotifyLanded, Timer


Constants Detail

ENEMYLOCATIONFUZZ Source code

const ENEMYLOCATIONFUZZ = 1200;

MAXSTAKEOUTDIST Source code

const MAXSTAKEOUTDIST = 2000;

MINSTRAFEDIST Source code

const MINSTRAFEDIST = 200;

MINVIEWDIST Source code

const MINVIEWDIST = 200;

TACTICALHEIGHTADVANTAGE Source code

const TACTICALHEIGHTADVANTAGE = 320;


Variables Detail

Accuracy Source code

var float Accuracy;

AcquireTime Source code

var float AcquireTime;

bCanFire Source code

var bool bCanFire;

bChangeDir Source code

var bool bChangeDir;

bEnemyIsVisible Source code

var bool bEnemyIsVisible;

bForcedDirection Source code

var bool bForcedDirection;

bHasFired Source code

var bool bHasFired;

bJustLanded Source code

var bool bJustLanded;

bLeadTarget Source code

var bool bLeadTarget;

bMustCharge Source code

var bool bMustCharge;

bRecommendFastMove Source code

var bool bRecommendFastMove;

bStrafeDir Source code

var bool bStrafeDir;

ChallengeTime Source code

var float ChallengeTime;

ChooseAttackCounter Source code

var int ChooseAttackCounter;

ChooseAttackTime Source code

var float ChooseAttackTime;

ChoosingAttackLevel Source code

var int ChoosingAttackLevel;

CombatStyle Source code

var float CombatStyle;

EnemyVisibilityTime Source code

var float EnemyVisibilityTime;

FailedHuntEnemy Source code

var Pawn FailedHuntEnemy;

FailedHuntTime Source code

var float FailedHuntTime;

GoalString Source code

var string GoalString;

HidingSpot Source code

var vector HidingSpot;

LastRespawnTime Source code

var float LastRespawnTime;

LoseEnemyCheckTime Source code

var float LoseEnemyCheckTime;

NumRandomJumps Source code

var int NumRandomJumps;

OldEnemy Source code

var pawn OldEnemy;

ReactionTime Source code

var float ReactionTime;

SoakString Source code

var string SoakString;

StartTacticalTime Source code

var float StartTacticalTime;

StopStartTime Source code

var float StopStartTime;

StrafingAbility Source code

var float StrafingAbility;

VisibleEnemy Source code

var pawn VisibleEnemy;


Functions Detail

AdjustAim Source code

function rotator AdjustAim ( FireProperties FiredAmmunition, vector projStart, int aimerror )

AdjustAim StakeOut Source code

function rotator AdjustAim ( FireProperties FiredAmmunition, vector projStart, int aimerror )

AdjustAimError Source code

function float AdjustAimError ( float aimerror, float TargetDist, bool bDefendMelee, bool bInstantProj, bool bLeadTargetNow )

AdjustAround Source code

function bool AdjustAround ( Pawn Other )

AnimEnd WaitForAnim Source code

event AnimEnd ( int Channel )

BeginState RangedAttack Source code

function BeginState ( )

BeginState RestFormation Source code

function BeginState ( )

BeginState StakeOut Source code

function BeginState ( )

BeginState TacticalMove Source code

function BeginState ( )

BeginState WaitingForLanding Source code

function BeginState ( )

CanAttack Source code

function bool CanAttack ( Actor Other )

CanAttack StakeOut Source code

function bool CanAttack ( Actor Other )

CancelCampFor Source code

function CancelCampFor ( Controller C )

CancelCampFor RangedAttack Source code

function CancelCampFor ( Controller C )

CancelCampFor RestFormation Source code

function CancelCampFor ( Controller C )

Celebrate Source code

function Celebrate ( )

ChangeEnemy Source code

function ChangeEnemy ( Pawn NewEnemy, bool bCanSeeNewEnemy )

CheckFutureSight Source code

function bool CheckFutureSight ( float deltatime )

CheckIfShouldCrouch Source code

function CheckIfShouldCrouch ( vector StartPosition, vector TargetPosition, float probability )

ChooseAttackMode Source code

function ChooseAttackMode ( )

ClearShot Source code

function bool ClearShot ( Vector TargetLoc, bool bImmediateFire )

DamageAttitudeTo Source code

function DamageAttitudeTo ( Pawn Other, float Damage )

DefendMelee Source code

function bool DefendMelee ( float Dist )

Desireability Source code

event float Desireability ( Pickup P )

DirectedWander Source code

function DirectedWander ( vector WanderDir )

DisplayDebug Source code

function DisplayDebug ( Canvas Canvas, out float YL, out float YPos )

DoCharge Source code

function DoCharge ( )

DoRangedAttackOn Source code

function DoRangedAttackOn ( Actor A )

DoRangedAttackOn RangedAttack Source code

function DoRangedAttackOn ( Actor A )

DoStakeOut Source code

function DoStakeOut ( )

DoStakeOut StakeOut Source code

function DoStakeOut ( )

DoTacticalMove Source code

function DoTacticalMove ( )

DoWaitForLanding Source code

function bool DoWaitForLanding ( )

DoWaitForLanding WaitingForLanding Source code

function bool DoWaitForLanding ( )

EndState Charging Source code

function EndState ( )

EndState Hunting Source code

function EndState ( )

EndState RestFormation Source code

function EndState ( )

EndState StakeOut Source code

function EndState ( )

EndState TacticalMove Source code

function EndState ( )

EnemyChanged Source code

function EnemyChanged ( bool bNewEnemyVisible )

EnemyNotVisible Charging Source code

function EnemyNotVisible ( )

EnemyNotVisible RangedAttack Source code

function EnemyNotVisible ( )

EnemyNotVisible TacticalMove Source code

function EnemyNotVisible ( )

EnemyVisible Source code

function bool EnemyVisible ( )

EngageDirection TacticalMove Source code

function bool EngageDirection ( vector StrafeDir, bool bForced )

ExecuteWhatToDoNext Source code

function ExecuteWhatToDoNext ( )

FaceActor Source code

function Actor FaceActor ( float StrafingModifier )

FaceMoveTarget Source code

function Actor FaceMoveTarget ( )

FearThisSpot Source code

function FearThisSpot ( AvoidMarker aSpot )

FightEnemy Source code

function FightEnemy ( bool bCanCharge )

FindBestPathToward Source code

function bool FindBestPathToward ( Actor A, bool bCheckedReach, bool bAllowDetour )

FindNewEnemy Source code

function bool FindNewEnemy ( )

FindNewStakeOutDir StakeOut Source code

function FindNewStakeOutDir ( )

FindRoamDest Source code

function bool FindRoamDest ( )

FindViewSpot Hunting Source code

function bool FindViewSpot ( )

FireWeaponAt Source code

function bool FireWeaponAt ( Actor A )

Formation Source code

function bool Formation ( )

Formation RestFormation Source code

function bool Formation ( )

GameHasEnded Source code

function GameHasEnded ( )

GetEnemyName Source code

function string GetEnemyName ( )

GetOldEnemyName Source code

function string GetOldEnemyName ( )

HearNoise Source code

function HearNoise ( float Loudness, Actor NoiseMaker )

InitializeSkill Source code

function InitializeSkill ( float InSkill )

IsHunting Source code

function bool IsHunting ( )

IsHunting Hunting Source code

function bool IsHunting ( )

IsStrafing Source code

function bool IsStrafing ( )

IsStrafing TacticalMove Source code

function bool IsStrafing ( )

MayFall Charging Source code

function MayFall ( )

MayFall Hunting Source code

function MayFall ( )

MayFall Roaming Source code

function MayFall ( )

MonitoredPawnAlert RestFormation Source code

event MonitoredPawnAlert ( )

NearWall Source code

function bool NearWall ( float walldist )

NeedToTurn Source code

function bool NeedToTurn ( vector targ )

NotifyBump Source code

event bool NotifyBump ( actor Other )

NotifyBump Charging Source code

event bool NotifyBump ( actor Other )

NotifyHitWall TacticalMove Source code

function bool NotifyHitWall ( vector HitNormal, actor Wall )

NotifyKilled Source code

function NotifyKilled ( Controller Killer, Controller Killed, pawn KilledPawn )

NotifyLanded Source code

function bool NotifyLanded ( vector HitNormal )

NotifyLanded WaitingForLanding Source code

function bool NotifyLanded ( vector HitNormal )

NotifyMissedJump Source code

event NotifyMissedJump ( )

NotifyPhysicsVolumeChange Source code

function bool NotifyPhysicsVolumeChange ( PhysicsVolume NewVolume )

NotifyTakeHit Charging Source code

function NotifyTakeHit ( pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum )

NotifyTakeHit StakeOut Source code

function NotifyTakeHit ( pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum )

PawnIsInPain TacticalMove Source code

function PawnIsInPain ( PhysicsVolume PainVolume )

PickDestination Hunting Source code

function PickDestination ( )

PickDestination RestFormation Source code

function PickDestination ( )

PickDestination TacticalMove Source code

function PickDestination ( )

Possess Source code

function Possess ( Pawn aPawn )

PostBeginPlay Source code

function PostBeginPlay ( )

ReceiveWarning Source code

function ReceiveWarning ( Pawn shooter, float projSpeed, vector FireDir )

ReceiveWarning TacticalMove Source code

function ReceiveWarning ( Pawn shooter, float projSpeed, vector FireDir )

ResetSkill Source code

function ResetSkill ( )

Restart Source code

function Restart ( )

SeePlayer Source code

event SeePlayer ( Pawn SeenPlayer )

SeePlayer Hunting Source code

function SeePlayer ( Pawn SeenPlayer )

SeePlayer StakeOut Source code

event SeePlayer ( Pawn SeenPlayer )

SetCombatTimer Source code

function SetCombatTimer ( )

SetEnemy Source code

function bool SetEnemy ( Pawn NewEnemy, optional bool bHateMonster )

SetEnemyInfo Source code

function SetEnemyInfo ( bool bNewEnemyVisible )

SetFall Source code

function SetFall ( )

SetFall TacticalMove Source code

function SetFall ( )

SetFocus StakeOut Source code

function SetFocus ( )

SetMaxDesiredSpeed Source code

function SetMaxDesiredSpeed ( )

SetPeripheralVision Source code

function SetPeripheralVision ( )

ShouldStrafeTo Source code

function bool ShouldStrafeTo ( Actor WayPoint )

SoakStop Source code

event SoakStop ( string problem )

StopFiring Source code

function StopFiring ( )

StopFiring RangedAttack Source code

function StopFiring ( )

Stopped Source code

function bool Stopped ( )

Stopped RangedAttack Source code

function bool Stopped ( )

Stopped StakeOut Source code

function bool Stopped ( )

StrafeFromDamage Source code

function bool StrafeFromDamage ( float Damage, class<DamageType> DamageType, bool bFindDest )

StrafeFromDamage Charging Source code

function bool StrafeFromDamage ( float Damage, class<DamageType> DamageType, bool bFindDest )

TestDirection Source code

function bool TestDirection ( vector dir, out vector pick )

TimedFireWeaponAtEnemy Source code

function TimedFireWeaponAtEnemy ( )

Timer Charging Source code

function Timer ( )

Timer Hunting Source code

function Timer ( )

Timer MoveToGoal Source code

function Timer ( )

Timer MoveToGoalWithEnemy Source code

function Timer ( )

Timer RangedAttack Source code

function Timer ( )

Timer RestFormation Source code

function Timer ( )

Timer StakeOut Source code

function Timer ( )

Timer TacticalMove Source code

function Timer ( )

Timer WaitingForLanding Source code

function Timer ( )

Trigger Source code

function Trigger ( actor Other, pawn EventInstigator )

TryStrafe Charging Source code

function bool TryStrafe ( vector sideDir )

TryToDuck Source code

function bool TryToDuck ( vector duckDir, bool bReversed )

TryToDuck Charging Source code

function bool TryToDuck ( vector duckDir, bool bReversed )

TryToWalk Source code

function TryToWalk ( )

WaitForMover Source code

function WaitForMover ( Mover M )

WanderOrCamp Source code

function WanderOrCamp ( bool bMayCrouch )

WhatToDoNext Source code

function WhatToDoNext ( byte CallingByte )


Defaultproperties

defaultproperties
{
     bLeadTarget=True
     CombatStyle=0.200000
     FovAngle=85.000000
}

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Creation time: Wed 7/2/2007 19:16:06.281 - Created with UnCodeX