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UE2:U2NPCControllerAdvanced (U2XMP)

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Contents

Package: 
U2AI
Direct subclass:
U2NPCControllerBot

U2NPCControllerAdvanced.uc Created By: Mike Fox Created On: 8/01/00 $Author: Mfox $ $Date: 12/17/02 1:06p $ $Revision: 50 $

[edit] Constants

[edit] CheckCurrentWeaponTimerName

Value: 'CheckCurrentWeaponTimer'


[edit] SelectBestWeaponTimerName

Value: 'SelectBestWeaponTimer'


[edit] ReloadSkillDumb

Value: 0.00

<= never checks if good time to reload

[edit] ReloadSkillSmart

Value: 0.50

>= always checks if good time to reload

[edit] MaxCheckReloadDelay

Value: 10.0

max time between checking reloads for [dumb..smart]

[edit] Properties

[edit] LastWeaponSwitchTime

Type: float


[edit] NextCheckReloadTime

Type: float


[edit] NumWeapons

Type: int

Modifiers: protected


[edit] RateBestWeaponChecks

Type: float


Default value: 10.0

[edit] RateBestWeaponChecksEnemy

Type: float


Default value: 2.0

[edit] RateBestWeaponChecksEnemySpread

Type: float


Default value: 1.0

[edit] RateBestWeaponChecksSpread

Type: float


Default value: 2.0

[edit] RateCurrentWeaponChecks

Type: float


Default value: 2.0

[edit] Default values

Property Value
CosMinFacingTargetAngle 0.984

[edit] Functions

[edit] Exec functions

[edit] SwitchToBestWeapon

exec function bool SwitchToBestWeapon (optional out float Rating, optional out byte bUseAltMode)

Overrides: AIController.SwitchToBestWeapon


[edit] Events

[edit] Destroyed

event Destroyed ()

Overrides: U2NPCControllerBasic.Destroyed


[edit] PostBeginPlay

event PostBeginPlay ()

Overrides: LicenseeController.PostBeginPlay


[edit] Other instance functions

See U2NPCControllerAdvanced instance functions.

[edit] States

[edit] @AttackMeleeState

Inherits from: U2NPCControllerBasic.@AttackMeleeState

Ignores: EnemyInLeapRange, EnemyInMeleeRange, HearNoise, NotifyBump, SeeAlertFriend, SeeFriend, SeeOther

[edit] @AttackMeleeState.CheckCurrentWeapon

function CheckCurrentWeapon ()

Overrides: CheckCurrentWeapon (global)


[edit] @AttackMeleeState.SelectBestWeapon

function SelectBestWeapon ()

Overrides: SelectBestWeapon (global)


[edit] @FrozenState

Inherits from: U2NPCControllerBasic.@FrozenState

Ignores: EnemyInLeapRange, EnemyInMeleeRange, HearNoise, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther

[edit] @FrozenState.CheckCurrentWeapon

function CheckCurrentWeapon ()

Overrides: CheckCurrentWeapon (global)


[edit] @FrozenState.SelectBestWeapon

function SelectBestWeapon ()

Overrides: SelectBestWeapon (global)


[edit] @ScriptedDialogState

[edit] @ScriptedDialogState.CheckCurrentWeapon

function CheckCurrentWeapon ()

Overrides: CheckCurrentWeapon (global)


[edit] @ScriptedDialogState.SelectBestWeapon

function SelectBestWeapon ()

Overrides: SelectBestWeapon (global)


[edit] @ScriptedState

[edit] @ScriptedState.CheckCurrentWeapon

function CheckCurrentWeapon ()

Overrides: CheckCurrentWeapon (global)


[edit] @ScriptedState.SelectBestWeapon

function SelectBestWeapon ()

Overrides: SelectBestWeapon (global)


[edit] @WanderingPanicState

Inherits from: U2NPCControllerBasic.@WanderingPanicState

Ignores: BeginFalling, EnemyInLeapRange, EnemyInMeleeRange, EnemyNotVisible, HearNoise, NotifyBump, NotifyHitWall, NotifyLanded, @WanderingState.SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther

[edit] @WanderingState

Inherits from: U2NPCControllerBasic.@WanderingState

Ignores: EnemyNotVisible

[edit] @WanderingState.SetOrders

function bool SetOrders (optional name NewOrders, optional Actor NewOrdersObject, optional float NewOrdersThreshold, optional Object NewOrderGiver, optional bool bAcknowledge)

Overrides: U2NPCControllerBasic.SetOrders (global)


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