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UE2:MonsterController instance functions (UT2004)

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UT2004 Object >> Actor >> Controller >> AIController >> ScriptedController >> MonsterController (instance functions)
MonsterController instance functions in other games:
UT2003
Other member categories for this class:
states

Instance functions[edit]

AdjustAim[edit]

function Object.Rotator AdjustAim (Actor.FireProperties FiredAmmunition, Object.Vector projStart, int aimerror)

Overrides: ScriptedController.AdjustAim


AdjustAimError[edit]

function float AdjustAimError (float aimerror, float TargetDist, bool bDefendMelee, bool bInstantProj, bool bLeadTargetNow)


AdjustAround[edit]

function bool AdjustAround (Pawn Other)


CanAttack[edit]

function bool CanAttack (Actor Other)


CancelCampFor[edit]

function CancelCampFor (Controller C)


Celebrate[edit]

function Celebrate ()


ChangeEnemy[edit]

function ChangeEnemy (Pawn NewEnemy, bool bCanSeeNewEnemy)


CheckFutureSight[edit]

function bool CheckFutureSight (float deltatime)

Overrides: Controller.CheckFutureSight


CheckIfShouldCrouch[edit]

function CheckIfShouldCrouch (Object.Vector StartPosition, Object.Vector TargetPosition, float probability)


ChooseAttackMode[edit]

function ChooseAttackMode ()


ClearShot[edit]

function bool ClearShot (Object.Vector TargetLoc, bool bImmediateFire)


DamageAttitudeTo[edit]

function DamageAttitudeTo (Pawn Other, float Damage)

Overrides: Controller.damageAttitudeTo


DefendMelee[edit]

function bool DefendMelee (float Dist)


DirectedWander[edit]

function DirectedWander (Object.Vector WanderDir)


DisplayDebug[edit]

function DisplayDebug (Canvas Canvas, out float YL, out float YPos)

Overrides: AIController.DisplayDebug


DoCharge[edit]

function DoCharge ()


DoRangedAttackOn[edit]

function DoRangedAttackOn (Actor A)


DoStakeOut[edit]

function DoStakeOut ()


DoTacticalMove[edit]

function DoTacticalMove ()


DoWaitForLanding[edit]

function bool DoWaitForLanding ()


EnemyChanged[edit]

function EnemyChanged (bool bNewEnemyVisible)


EnemyVisible[edit]

function bool EnemyVisible ()


ExecuteWhatToDoNext[edit]

function ExecuteWhatToDoNext ()


FaceActor[edit]

function Actor FaceActor (float StrafingModifier)


FaceMoveTarget[edit]

function Actor FaceMoveTarget ()


FearThisSpot[edit]

function FearThisSpot (AvoidMarker aSpot)

Overrides: Controller.FearThisSpot


FightEnemy[edit]

function FightEnemy (bool bCanCharge)


FindBestPathToward[edit]

function bool FindBestPathToward (Actor A, bool bCheckedReach, bool bAllowDetour)


FindNewEnemy[edit]

function bool FindNewEnemy ()


FindRoamDest[edit]

function bool FindRoamDest ()


FireWeaponAt[edit]

function bool FireWeaponAt (Actor A)

Overrides: Controller.FireWeaponAt


Formation[edit]

function bool Formation ()


GameHasEnded[edit]

function GameHasEnded ()

Overrides: Controller.GameHasEnded


GetEnemyName[edit]

function string GetEnemyName ()


GetOldEnemyName[edit]

function string GetOldEnemyName ()


InitializeSkill[edit]

function InitializeSkill (float InSkill)


IsHunting[edit]

function bool IsHunting ()


IsStrafing[edit]

function bool IsStrafing ()


NearWall[edit]

function bool NearWall (float walldist)


NeedToTurn[edit]

function bool NeedToTurn (Object.Vector targ)


NotifyKilled[edit]

function NotifyKilled (Controller Killer, Controller Killed, Pawn KilledPawn)

Overrides: Controller.NotifyKilled


Possess[edit]

function Possess (Pawn aPawn)

Overrides: Controller.Possess


ResetSkill[edit]

function ResetSkill ()


Restart[edit]

function Restart ()

Overrides: Controller.Restart


SetCombatTimer[edit]

function SetCombatTimer ()


SetEnemy[edit]

function bool SetEnemy (Pawn NewEnemy, optional bool bHateMonster)


SetEnemyInfo[edit]

function SetEnemyInfo (bool bNewEnemyVisible)


SetFall[edit]

function SetFall ()

Overrides: Controller.SetFall


SetMaxDesiredSpeed[edit]

function SetMaxDesiredSpeed ()


SetPeripheralVision[edit]

function SetPeripheralVision ()


ShouldStrafeTo[edit]

function bool ShouldStrafeTo (Actor WayPoint)


StopFiring[edit]

function StopFiring ()

Overrides: Controller.StopFiring


Stopped[edit]

function bool Stopped ()


StrafeFromDamage[edit]

function bool StrafeFromDamage (float Damage, class<DamageTypeDamageType, bool bFindDest)


TestDirection[edit]

function bool TestDirection (Object.Vector dir, out Object.Vector pick)


TimedFireWeaponAtEnemy[edit]

function TimedFireWeaponAtEnemy ()


TryToDuck[edit]

function bool TryToDuck (Object.Vector duckDir, bool bReversed)


TryToWalk[edit]

function TryToWalk ()


WaitForMover[edit]

function WaitForMover (Mover M)

Overrides: AIController.WaitForMover


WanderOrCamp[edit]

function WanderOrCamp (bool bMayCrouch)


WhatToDoNext[edit]

function WhatToDoNext (byte CallingByte)