Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
Core.Object | +-- Engine.Actor | +-- Engine.Controller | +-- Engine.AIController | +-- Gameplay.ScriptedController | +-- SkaarjPack.MonsterController
FriendlyMonsterController
Constants Summary | ||
---|---|---|
ENEMYLOCATIONFUZZ | = | 1200 |
MAXSTAKEOUTDIST | = | 2000 |
MINSTRAFEDIST | = | 200 |
MINVIEWDIST | = | 200 |
TACTICALHEIGHTADVANTAGE | = | 320 |
Variables Summary | |
---|---|
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 |
---|
bAdjustFromWalls, bHunting, bPlannedJump, MyScript, Skill |
Functions Summary | ||
---|---|---|
![]() | 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 |
---|
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 |
---|
Variables Detail |
---|
Functions Detail |
---|
Defaultproperties |
---|
defaultproperties { bLeadTarget=True CombatStyle=0.200000 FovAngle=85.000000 } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |