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Core.Object | +-- Engine.Actor | +-- Engine.Controller | +-- Engine.AIController | +-- Gameplay.ScriptedController | +-- skaarjpack.MonsterController
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 { FovAngle=+00085.000000 bCanOpenDoors=true bCanDoSpecial=true bIsPlayer=false bLeadTarget=True CombatStyle=+00000.20000 bStasis=false RotationRate=(Pitch=3072,Yaw=30000,Roll=2048) RemoteRole=ROLE_None } |
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