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

UE2:U2PawnBasic (U2XMP)

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U2XMP Object >> Actor >> Pawn >> LicenseePawn >> U2Pawn >> U2PawnBase >> U2PawnBasic

Contents

Package: 
U2AI
Direct subclasses:
U2SeagoatStowaway, U2Seagoat, U2AraknidBase, U2DrakkBoss, U2DrakkBossUpper, U2DrakkDroid, U2DrakkLight, U2DrakkMedium, U2FlyingSnake, U2KaiBase, U2KillerTadpole, U2Mukhogg, U2Parata, U2PawnAdvanced, U2Rammer, U2ShianWarrior, U2ShianWorker, U2SkaarjBase, U2Snipe, U2Tosc, U2Uglyfish

U2PawnBasic.uc Created By: Mike Fox Created On: 8/01/00 $Author: Mfox $ $Date: 12/18/02 4:50p $ $Revision: 95 $

Properties[edit]

Property group 'AI'[edit]

AttackActiveBehaviors[edit]

Type: array<BehaviorT>

Modifiers: editconst


Default value:

Member Value
Odds 1.0
StateName 'AttackClose'
TimeMax 4.0
TimeMin 4.0

AttackActiveCantReachBehaviors[edit]

Type: array<BehaviorT>

Modifiers: editconst


Default value, index 0:

Member Value
Odds 1.0
StateName 'AttackStationary'
TimeMax 3.0
TimeMin 3.0

Default value, index 1:

Member Value
Odds 1.0
StateLabel 'DontClose'
StateName 'AttackTacticalMove'
TimeMax 2.0
TimeMin 2.0

AttackActiveEnemyNotVisibleBehaviors[edit]

Type: array<BehaviorT>

Modifiers: editconst


Default value:

Member Value
Odds 1.0
StateName 'AttackHunt'
TimeMax 20.0
TimeMin 20.0

AttackActiveMeleeBehaviors[edit]

Type: array<BehaviorT>

Modifiers: editconst


Default value:

Member Value
StateName 'AttackMelee'
TimeMax 3.0
TimeMin 3.0

AttackActiveMeleeHitBehaviors[edit]

Type: array<BehaviorT>

Modifiers: editconst


AttackActiveUseCoverBehaviors[edit]

Type: array<BehaviorT>

Modifiers: editconst


AttackPassiveBehaviors[edit]

Type: array<BehaviorT>

Modifiers: editconst


Default value, index 0:

Member Value
Odds 0.4
StateName 'AttackMoveToCoverCombat'
TimeMax 7.0
TimeMin 7.0

Default value, index 1:

Member Value
Odds 0.06
StateName 'AttackStationary'
TimeMax 3.0
TimeMin 1.0

Default value, index 2:

Member Value
Odds 0.24
StateName 'AttackFallback'
TimeMax 7.0
TimeMin 2.5

AttackPassiveCantReachBehaviors[edit]

Type: array<BehaviorT>

Modifiers: editconst


Default value, index 0:

Member Value
Odds 0.5
StateName 'AttackStationary'
TimeMin 1.0

Default value, index 1:

Member Value
Odds 1.0
StateName 'AttackFallback'
TimeMax 7.0
TimeMin 2.0

AttackPassiveEnemyNotVisibleBehaviors[edit]

Type: array<BehaviorT>

Modifiers: editconst


Default value:

Member Value
Odds 1.0
StateName 'AttackFallback'
TimeMax 20.0
TimeMin 20.0

AttackPassiveMeleeBehaviors[edit]

Type: array<BehaviorT>

Modifiers: editconst


Default value, index 0:

Member Value
StateName 'AttackMelee'
TimeMax 2.0
TimeMin 1.0

Default value, index 1:

Member Value
StateName 'AttackFallback'
TimeMax 5.0
TimeMin 2.0

AttackPassiveMeleeHitBehaviors[edit]

Type: array<BehaviorT>

Modifiers: editconst


AttackPassiveUseCoverBehaviors[edit]

Type: array<BehaviorT>

Modifiers: editconst


Default value, index 0:

Member Value
StateName 'AttackStakeOutCover'
TimeMax 5.0
TimeMin 2.0

Default value, index 1:

Member Value
StateName 'AttackRecoverEnemy'
TimeMax 4.0
TimeMin 2.0

Default value, index 2:

Member Value
StateName 'AttackStationary'
TimeMax 4.0
TimeMin 1.0

Default value, index 3:

Member Value
StateName 'AttackFallback'
TimeMax 20.0
TimeMin 10.0

Default value, index 4:

Member Value
StateName 'AttackMoveToCoverCombat'
TimeMax 7.0
TimeMin 7.0

bForceRanges[edit]

Type: bool

2002.12.15 hack to *force* NPCs to not fire outside min/max ranges

bIgnoreRelativeHealth[edit]

Type: bool

2002.12.15 (mdf) McMillan hack?

DefaultLookedAtCos[edit]

Type: float

cos of default fov angle to use when checking for LOS for ranged attack range

FireOffset[edit]

Type: Object.Vector


RangedProjectileClass[edit]

Type: class<Projectile>


RangeIdealAttack[edit]

Type: float

ideal attack range to target (NPC will try to maintain this distance)

RangeMaxAttackMobile[edit]

Type: float

max attack range to target if NPC can move

Default value: 65535.0

RangeMaxAttackMobileNoLOS[edit]

Type: float

max attack range to target if NPC can move and enemy can't see NPC (sneak in)

Default value: 65535.0

RangeMaxAttackStationary[edit]

Type: float

max attack range to target if NPC can't move

Default value: 65535.0

RangeMaxAttackStationaryNoLOS[edit]

Type: float


Default value: 65535.0

RangeMinAttack[edit]

Type: float

min attack range to target

Internal variables[edit]

See U2PawnBasic internal variables.

Default values[edit]

Property Value
bAmbientCreature False
bCanKnockDown True
bSentient True
ControllerClass Class'U2AI.U2NPCControllerBasic'
MinKnockDownMomentumThreshold 200.0
WanderSpeedMax 1.5
WanderViewBlockedTurnOdds 0.5

Structs[edit]

BehaviorT[edit]

name StateName 
destination state
name StateLabel 
destination label within destination state (optional)
float Odds 
odds for state relative to other states in the list (0.0 ==> cycled)
float EntryOdds 
if set (not 0.0) ==> odds used when entering metastate (from a different state), (< 0.0 ==> don't use)
float TimeMin 
min time state will be maintained before reevaluating (unless situation changes)
float TimeMax 
max time state will be maintained before reevaluating (unless situation changes)
bool bDisabled 
disabled (by default or internally)
bool bAvoidRepeat 
if true, state won't be re-selected 2x in a row if there is an alternative state
float EnableTime 
can be set in-game to Level.TimeSeconds + X to disable that behavior temporarily
float LowOddsTime 
used to temporarily make odds of behavior being used very low for a period of time

Functions[edit]

Events[edit]

PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: U2PawnBase.PostBeginPlay


Other instance functions[edit]

FilterMeleeAttack[edit]

function bool FilterMeleeAttack (Actor TargetActor)


FireAtEnemy[edit]

function FireAtEnemy ()


GetFireOffset[edit]

function Object.Vector GetFireOffset ()


GetMeleeDamageRange[edit]

function float GetMeleeDamageRange ()


GetMeleeMomentumNormal[edit]

function Object.Vector GetMeleeMomentumNormal (Actor TargetActor)


GetWeaponAnimationTypeW[edit]

function LicenseePawn.EWeaponAnimationType GetWeaponAnimationTypeW (Weapon Weap)

Overrides: U2Pawn.GetWeaponAnimationTypeW


HandleAcquireEnemySound[edit]

function HandleAcquireEnemySound ()


HandleLeapImpactSound[edit]

function HandleLeapImpactSound ()


HandleLeapLandSound[edit]

function HandleLeapLandSound ()


HandleMiscSound[edit]

function HandleMiscSound ()


HandleSpawnShot[edit]

function Projectile HandleSpawnShot (float ProjSpeed, bool bProjLeadTarget)


MeleeDamagedTarget[edit]

function MeleeDamagedTarget ()


MeleeDamageTarget[edit]

function MeleeDamageTarget (int Damage, int MomentumPerUnitDamage, class<DamageTypeDamageType)


NotifyImpale[edit]

function NotifyImpale ()


NotifyLeapBegin[edit]

function NotifyLeapBegin ()


NotifyMelee01[edit]

function NotifyMelee01 ()


NotifyMelee02[edit]

function NotifyMelee02 ()


NotifyMelee03[edit]

function NotifyMelee03 ()


NotifyMeleeBegin[edit]

function NotifyMeleeBegin ()


NotifyMeleeMotionSound[edit]

function NotifyMeleeMotionSound ()


NotifyStay01[edit]

function NotifyStay01 ()


NotifyUnImpale[edit]

function NotifyUnImpale ()


RestoreSightRadius[edit]

function RestoreSightRadius ()

Overrides: U2Pawn.RestoreSightRadius


SetSightRadius[edit]

function SetSightRadius (float NewSightRadius)

Overrides: Pawn.SetSightRadius


SpawnShot[edit]

function SpawnShot ()


UpdateAttackRanges[edit]

function UpdateAttackRanges ()