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UT2004RPG.FriendlyMonsterController

Extends
MonsterController

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller
      |   
      +-- Engine.AIController
         |   
         +-- Gameplay.ScriptedController
            |   
            +-- SkaarjPack.MonsterController
               |   
               +-- UT2004RPG.FriendlyMonsterController

Constants Summary
Inherited Contants from SkaarjPack.MonsterController
ENEMYLOCATIONFUZZ, MAXSTAKEOUTDIST, MINSTRAFEDIST, MINVIEWDIST, TACTICALHEIGHTADVANTAGE

Variables Summary
FriendlyMonsterEffectEffect
ControllerMaster
Inherited Variables from SkaarjPack.MonsterController
Accuracy, AcquireTime, bCanFire, bChangeDir, bEnemyIsVisible, bForcedDirection, bHasFired, bJustLanded, bLeadTarget, bMustCharge, bRecommendFastMove, bStrafeDir, ChallengeTime, ChooseAttackCounter, ChooseAttackTime, ChoosingAttackLevel, CombatStyle, EnemyVisibilityTime, FailedHuntEnemy, FailedHuntTime, GoalString, HidingSpot, LastRespawnTime, LoseEnemyCheckTime, NumRandomJumps, OldEnemy, ReactionTime, SoakString, StartTacticalTime, StopStartTime, StrafingAbility, VisibleEnemy
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

Functions Summary
function BeginState ()
RestFormation
function ChangeEnemy (Pawn NewEnemy, bool bCanSeeNewEnemy)
function Destroyed ()
function ExecuteWhatToDoNext ()
functionbool FindNewEnemy ()
function FollowMaster ()
function HearNoise (float Loudness, Actor NoiseMaker)
function MayFall ()
Fallback
function NotifyKilled (Controller Killer, Controller Killed, pawn KilledPawn)
function Possess (Pawn aPawn)
event SeePlayer (Pawn SeenPlayer)
functionbool SetEnemy (Pawn NewEnemy, optional bool bThisIsNeverUsed)
function SetMaster (Controller NewMaster)
Inherited Functions from SkaarjPack.MonsterController
AdjustAim, AdjustAimError, AdjustAround, AnimEnd, BeginState, CanAttack, CancelCampFor, Celebrate, ChangeEnemy, CheckFutureSight, CheckIfShouldCrouch, ChooseAttackMode, ClearShot, DamageAttitudeTo, DefendMelee, Desireability, DirectedWander, DisplayDebug, DoCharge, DoRangedAttackOn, DoStakeOut, DoTacticalMove, DoWaitForLanding, EndState, EnemyChanged, EnemyNotVisible, EnemyVisible, EngageDirection, ExecuteWhatToDoNext, FaceActor, FaceMoveTarget, FearThisSpot, FightEnemy, FindBestPathToward, FindNewEnemy, FindNewStakeOutDir, FindRoamDest, FindViewSpot, FireWeaponAt, Formation, GameHasEnded, GetEnemyName, GetOldEnemyName, HearNoise, InitializeSkill, IsHunting, IsStrafing, MayFall, MonitoredPawnAlert, NearWall, NeedToTurn, NotifyBump, NotifyHitWall, NotifyKilled, NotifyLanded, NotifyMissedJump, NotifyPhysicsVolumeChange, NotifyTakeHit, PawnIsInPain, PickDestination, Possess, PostBeginPlay, ReceiveWarning, ResetSkill, Restart, SeePlayer, SetCombatTimer, SetEnemy, SetEnemyInfo, SetFall, SetFocus, SetMaxDesiredSpeed, SetPeripheralVision, ShouldStrafeTo, SoakStop, StopFiring, Stopped, StrafeFromDamage, TestDirection, TimedFireWeaponAtEnemy, Timer, Trigger, TryStrafe, TryToDuck, TryToWalk, WaitForMover, WanderOrCamp, WhatToDoNext
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

States Summary
Fallback Source code
state Fallback extends MoveToGoalWithEnemy
MayFall
RestFormation Source code
state RestFormation
BeginState


Variables Detail

Effect Source code

var FriendlyMonsterEffect Effect;

Master Source code

var Controller Master;


Functions Detail

BeginState RestFormation Source code

function BeginState ( )

ChangeEnemy Source code

function ChangeEnemy ( Pawn NewEnemy, bool bCanSeeNewEnemy )

Destroyed Source code

function Destroyed ( )

ExecuteWhatToDoNext Source code

function ExecuteWhatToDoNext ( )

FindNewEnemy Source code

function bool FindNewEnemy ( )

FollowMaster Source code

function FollowMaster ( )

HearNoise Source code

function HearNoise ( float Loudness, Actor NoiseMaker )

MayFall Fallback Source code

function MayFall ( )

NotifyKilled Source code

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

Possess Source code

function Possess ( Pawn aPawn )

SeePlayer Source code

event SeePlayer ( Pawn SeenPlayer )

SetEnemy Source code

function bool SetEnemy ( Pawn NewEnemy, optional bool bThisIsNeverUsed )

SetMaster Source code

function SetMaster ( Controller NewMaster )


Defaultproperties

defaultproperties
{
}

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Creation time: Wed 7/2/2007 19:15:59.015 - Created with UnCodeX