Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

Legacy:ScriptedPawn/States

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Contents

[edit] States

This is a complete list of ScriptedPawn states.

[edit] Startup (auto)

[edit] Functions

InitAmbushLoc() 
InitPatrolLoc() 
SetHome() 
SetTeam() 
SetAlarm() 
BeginState() 

[edit] Labels

Begin 

[edit] Waiting

[edit] Functions

TakeDamage() 
Bump() 
Timer() 
EnemyAcquired() 
AnimEnd() 
Landed() 
BeginState() 

[edit] Labels

TurnFromWall 
Begin 
KeepWaiting 

[edit] Roaming

Ignores EnemyNotVisible.

[edit] Functions

TakeDamage() 
FearThisSpot() 
Timer() 
Bump() 
SetFall() 
EnemyAcquired() 
HitWall() 
PickDestination() 
BeginState() 

[edit] Labels

Begin 
Roam 
Moving 
Pausing 
ContinueRoam 
AdjustFromWall 

[edit] Wandering

Ignores EnemyNotVisible.

[edit] Functions

TakeDamage() 
Timer() 
SetFall() 
EnemyAcquired() 
HitWall() 
TestDirection() 
PickDestination() 
AnimEnd() 
FearThisSpot() 
BeginState() 
EndState() 

[edit] Labels

Begin 
Moving 
Pausing 
ContinueWander 
Turn 
AdjustFromWall 

[edit] Patroling

[edit] Functions

TakeDamage() 
SetFall() 
HitWall() 
Trigger() 
Timer() 
AnimEnd() 
EnemyAcquired() 
PickDestination() 
FindNextPatrol() 
BeginState() 

[edit] Labels

AdjustFromWall 
ResumePatrol 
Begin 
Moving 
Patrol 
MoveToPatrol 
SpecialNavig 
ReachedPatrol 
GiveUp 
DelayedPatrol 

[edit] Guarding

[edit] Functions

TakeDamage() 
Timer() 
EnemyAcquired() 
AnimEnd() 
HitWall() 
PickDestination() 
SetFall() 
BeginState() 

[edit] Labels

AdjustFromWall 
Begin 
GoToGuard 
SpecialNavig 
Turn 

[edit] Ambushing

[edit] Functions

TakeDamage() 
Landed() 
Timer() 
SetFall() 
AnimEnd() 
EnemyAcquired() 
FindAmbush() 
BeginState() 

[edit] Labels

FindAmbushSpot 
MoveToAmbush 
SpecialNavig 
Begin 

[edit] Acquisition

Ignores Falling, Landed.

[edit] Functions

WarnTarget() 
TakeDamage() 
HearNoise() 
SeePlayer() 
BeginState() 

[edit] Labels

PlayOut 
Begin 
AcquTurn 

[edit] Attacking

Ignores SeePlayer, HearNoise, Bump and HitWall.

[edit] Functions

ChooseAttackMode() 
EnemyNotVisible() 
Timer() 
BeginState() 

[edit] Labels

Begin 

[edit] Threatening

Ignores Falling, Landed.

[edit] Functions

TakeDamage() 
Trigger() 
EnemyNotVisible() 
EnemyAcquired() 
PickGuardDestination() 
PickThreatenDestination() 
BeginState() 
EndState() 

[edit] Labels

Begin 
FaceEnemy 
Threaten 

[edit] Retreating

Ignores SeePlayer, EnemyNotVisible and HearNoise.

[edit] Functions

TakeDamage() 
Timer() 
SetFall() 
HitWall() 
PickDestination() 
ChangeDestination() 
Bump() 
ReachedHome() 
PickNextSpot() 
AnimEnd() 
BeginState() 

[edit] Labels

Begin 
Landed 
RunAway 
SpecialNavig 
Moving 
TakeHit 
AdjustFromWall 
TurnAtHome 

[edit] Charging

Ignores SeePlayer, HearNoise.

[edit] Functions

MayFall() 
HitWall() 
SetFall() 
FearThisSpot() 
StrafeFromDamage() 
TakeDamage() 
AnimEnd() 
Timer() 
EnemyNotVisible() 
BeginState() 
EndState() 

[edit] Labels

AdjustFromWall 
ResumeCharge 
Begin 
Charge 
CloseIn 
NoReach 
SpecialNavig 
Moving 
GotThere 
TakeHit 

[edit] TacticalMove

Ignores SeePlayer, HearNoise.

[edit] Functions

SetFall() 
TakeDamage() 
HitWall() 
FearThisSpot() 
AnimEnd() 
Timer() 
EnemyNotVisible() 
ValidRecovery() 
GiveUpTactical() 
PickDestination() 
Choose a destination for the tactical move, based on aggressiveness and the tactical situation. Make sure destination is reachable.
BeginState() 
EndState() 

[edit] Labels

TacticalTick 
Begin 
DoMove 
DoDirectMove 
DoStrafeMove 
NoCharge 
AdjustFromWall 
TakeHit 
RecoverEnemy 

[edit] Hunting

Ignores EnemyNotVisible.

[edit] Functions

MayFall() 
FearThisSpot() 
TakeDamage() 
HearNoise() 
SetFall() 
SetEnemy() 
AnimEnd() 
Timer() 
HitWall() 
PickDestination() 
FindViewSpot() 
BeginState() 
EndState() 

[edit] Labels

AdjustFromWall 
Begin 
AfterFall 
Follow 
SpecialNavig 

[edit] StakeOut

Ignores EnemyNotVisible.

[edit] Functions

TakeDamage() 
HearNoise() 
SetFall() 
SetEnemy() 
Timer() 
AdjustAim() 
BeginState() 
EndState() 

[edit] Labels

Begin 

[edit] TakeHit

Ignores SeePlayer, HearNoise, Bump and HitWall.

[edit] Functions

TakeDamage() 
Landed() 
Timer() 
PlayHitAim() 
BeginState() 

[edit] Labels

Begin 

[edit] FallingState

Ignores Bump, Hitwall and WarnTarget.

[edit] Functions

ZoneChange() 
AdjustJump() 
TakeDamage() 
SetEnemy() 
Timer() 
Landed() 
SeePlayer() 
EnemyNotVisible() 
SetFall() 
EnemyAcquired() 
BeginState() 
EndState() 

[edit] Labels

LongFall 
FastLanded 
Landed 
Done 
Splash 
Begin 
PlayFall 
Ducking 
EMPTY

[edit] MeleeAttack

Ignores SeePlayer, HearNoise and Bump.

[edit] Functions

TakeDamage() 
KeepAttacking() 
EnemyNotVisible() 
AnimEnd() 
BeginState() 

[edit] Labels

Begin 
FaceTarget 
ReadyToAttack 
Attacking 
DoneAttacking 

[edit] RangedAttack

Ignores SeePlayer, HearNoise and Bump.

[edit] Functions

TakeDamage() 
StopWaiting() 
EnemyNotVisible() 
KeepAttacking() 
Timer() 
AnimEnd() 
BeginState() 
EndState() 

[edit] Labels

Challenge 
Begin 
FaceTarget 
ReadyToAttack 
Firing 
DoneFiring 

[edit] VictoryDance

Ignores EnemyNotVisible.

[edit] Functions

TakeDamage() 
EnemyAcquired() 
PickDestination() 
BeginState() 

[edit] Labels

Begin 
MoveToEnemy 
Taunt 

[edit] TriggerAlarm

Ignores SeePlayer, HearNoise.

[edit] Functions

TakeDamage() 
SetFall() 
EnemyNotVisible() 
Touch() 
Bump() 
AlarmDone() 
FindAlarm() 
AnimEnd() 
BeginState() 

[edit] Labels

Recover 
Begin 
CloseIn 

[edit] AlarmPaused

Ignores HearNoise.

[edit] Functions

TakeDamage() 
SetFall() 
Bump() 
Timer() 
FindShootTarget() 
EnemyNotVisible() 
SeePlayer() 
PlayWaitAround() 
BeginState() 

[edit] Labels

WaitForEnemy 
Waiting 
Begin 
Attack 
WaitForPlayer 
Wait 
WaitAround 

[edit] Greeting

Ignores SeePlayer, EnemyNotVisible.

[edit] Functions

TakeDamage() 
Bump() 
Timer() 
EnemyAcquired() 
AnimEnd() 
Landed() 

[edit] Labels

Begin 

[edit] Discussion

SuperApe: This class code is pretty dense. No wonder they decided to split it up into Controller and Pawn classes in UT200x.


Category:Legacy To Do – Fill in state defs.

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