My program doesn't have bugs. It just develops random features.

UE2:MonsterController (UT2003)

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UT2003 Object >> Actor >> Controller >> AIController >> ScriptedController >> MonsterController

Contents

Package: 
SkaarjPack
This class in other games:
UT2004

Monster Controller - simple AI that always has and hunts down player enemy

[edit] Constants

[edit] MAXSTAKEOUTDIST

Value: 2000


[edit] ENEMYLOCATIONFUZZ

Value: 1200


[edit] TACTICALHEIGHTADVANTAGE

Value: 320


[edit] MINSTRAFEDIST

Value: 200


[edit] MINVIEWDIST

Value: 200


[edit] Properties

[edit] Accuracy

Type: float

-1 to 1 (0 is default, higher is more accurate)

[edit] AcquireTime

Type: float

time at which current enemy was acquired

[edit] bCanFire

Type: bool

used by TacticalMove and Charging states

[edit] bChangeDir

Type: bool

tactical move boolean

[edit] bEnemyIsVisible

Type: bool


[edit] bForcedDirection

Type: bool


[edit] bHasFired

Type: bool


[edit] bJustLanded

Type: bool


[edit] bLeadTarget

Type: bool

lead target with projectile attack

Default value: True

[edit] bMustCharge

Type: bool


[edit] bRecommendFastMove

Type: bool


[edit] bStrafeDir

Type: bool


[edit] ChallengeTime

Type: float


[edit] ChooseAttackCounter

Type: int


[edit] ChooseAttackTime

Type: float


[edit] ChoosingAttackLevel

Type: int


[edit] CombatStyle

Type: float

-1 to 1 = low means tends to stay off and snipe, high means tends to charge and melee

Default value: 0.2

[edit] EnemyVisibilityTime

Type: float


[edit] FailedHuntEnemy

Type: Pawn


[edit] FailedHuntTime

Type: float


[edit] GoalString

Type: string

for debugging - used to show what bot is thinking (with 'ShowDebug')

[edit] HidingSpot

Type: Object.Vector


[edit] LastRespawnTime

Type: float


[edit] LoseEnemyCheckTime

Type: float


[edit] NumRandomJumps

Type: int

attempts to free monster from being stuck

[edit] OldEnemy

Type: Pawn


[edit] ReactionTime

Type: float


[edit] SoakString

Type: string


[edit] StartTacticalTime

Type: float


[edit] StopStartTime

Type: float


[edit] StrafingAbility

Type: float

-1 to 1 (higher uses strafing more)

[edit] VisibleEnemy

Type: Pawn


[edit] Default values

Property Value
FovAngle 85.0
RemoteRole ROLE_None

[edit] Functions

[edit] Events

[edit] Desireability

event float Desireability (Pickup P)

Overrides: Controller.Desireability


[edit] HearNoise

event HearNoise (float Loudness, Actor NoiseMaker)

Overrides: Controller.HearNoise


[edit] NotifyBump

event bool NotifyBump (Actor Other)

Overrides: Controller.NotifyBump


[edit] NotifyLanded

event bool NotifyLanded (Object.Vector HitNormal)

Overrides: Controller.NotifyLanded


[edit] NotifyMissedJump

event NotifyMissedJump ()

Overrides: Controller.NotifyMissedJump


[edit] NotifyPhysicsVolumeChange

event bool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Controller.NotifyPhysicsVolumeChange


[edit] PostBeginPlay

event PostBeginPlay ()

Overrides: Controller.PostBeginPlay


[edit] SeePlayer

event SeePlayer (Pawn SeenPlayer)

Overrides: Controller.SeePlayer


[edit] SoakStop

event SoakStop (string problem)

Overrides: Controller.SoakStop


[edit] Trigger

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: AIController.Trigger


[edit] Other instance functions

See MonsterController instance functions.

[edit] States

See MonsterController states.