Mostly Harmless

UE2:MonsterController states (UT2004)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search

Contents

MonsterController states in other games:
UT2003
Other member categories for this class:
instance functions

States[edit]

Charging[edit]

Extends: MoveToGoalWithEnemy

Ignores: HearNoise, SeePlayer

Charging.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


Charging.EnemyNotVisible[edit]

event EnemyNotVisible ()

Overrides: Controller.EnemyNotVisible (global)


Charging.MayFall[edit]

event MayFall ()

Overrides: Controller.MayFall (global)


Charging.NotifyBump[edit]

event bool NotifyBump (Actor Other)

Overrides: NotifyBump (global)


Charging.Timer[edit]

event Timer ()

Overrides: MoveToGoalWithEnemy.Timer


Charging.NotifyTakeHit[edit]

function NotifyTakeHit (Pawn InstigatedBy, Object.Vector HitLocation, int Damage, class<DamageTypedamageType, Object.Vector Momentum)

Overrides: Controller.NotifyTakeHit (global)


Charging.StrafeFromDamage[edit]

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

Overrides: StrafeFromDamage (global)


Charging.TryStrafe[edit]

function bool TryStrafe (Object.Vector sideDir)


Charging.TryToDuck[edit]

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

Overrides: TryToDuck (global)


Hunting[edit]

Extends: MoveToGoalWithEnemy

Ignores: EnemyNotVisible

Hunting.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


Hunting.MayFall[edit]

event MayFall ()

Overrides: Controller.MayFall (global)


Hunting.SeePlayer[edit]

event SeePlayer (Pawn SeenPlayer)

Overrides: SeePlayer (global)


Hunting.Timer[edit]

event Timer ()

Overrides: MoveToGoalWithEnemy.Timer


Hunting.FindViewSpot[edit]

function bool FindViewSpot ()


Hunting.IsHunting[edit]

function bool IsHunting ()

Overrides: IsHunting (global)


Hunting.PickDestination[edit]

function PickDestination ()


MoveToGoal[edit]

MoveToGoal.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


MoveToGoalNoEnemy[edit]

Extends: MoveToGoal

MoveToGoalWithEnemy[edit]

Extends: MoveToGoal

MoveToGoalWithEnemy.Timer[edit]

event Timer ()

Overrides: MoveToGoal.Timer


NoGoal[edit]

RangedAttack[edit]

Ignores: Bump, HearNoise, SeePlayer

RangedAttack.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


RangedAttack.EnemyNotVisible[edit]

event EnemyNotVisible ()

Overrides: Controller.EnemyNotVisible (global)


RangedAttack.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


RangedAttack.CancelCampFor[edit]

function CancelCampFor (Controller C)

Overrides: CancelCampFor (global)


RangedAttack.DoRangedAttackOn[edit]

function DoRangedAttackOn (Actor A)

Overrides: DoRangedAttackOn (global)


RangedAttack.StopFiring[edit]

function StopFiring ()

Overrides: StopFiring (global)


RangedAttack.Stopped[edit]

function bool Stopped ()

Overrides: Stopped (global)


RestFormation[edit]

Extends: NoGoal

Ignores: EnemyNotVisible

RestFormation.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


RestFormation.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


RestFormation.MonitoredPawnAlert[edit]

event MonitoredPawnAlert ()

Overrides: Controller.MonitoredPawnAlert (global)


RestFormation.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


RestFormation.CancelCampFor[edit]

function CancelCampFor (Controller C)

Overrides: CancelCampFor (global)


RestFormation.Formation[edit]

function bool Formation ()

Overrides: Formation (global)


RestFormation.PickDestination[edit]

function PickDestination ()


Roaming[edit]

Extends: MoveToGoalNoEnemy

Ignores: EnemyNotVisible

Roaming.MayFall[edit]

event MayFall ()

Overrides: Controller.MayFall (global)


StakeOut[edit]

Ignores: EnemyNotVisible

StakeOut.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


StakeOut.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


StakeOut.SeePlayer[edit]

event SeePlayer (Pawn SeenPlayer)

Overrides: SeePlayer (global)


StakeOut.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


StakeOut.AdjustAim[edit]

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

Overrides: AdjustAim (global)


StakeOut.CanAttack[edit]

function bool CanAttack (Actor Other)

Overrides: CanAttack (global)


StakeOut.DoStakeOut[edit]

function DoStakeOut ()

Overrides: DoStakeOut (global)


StakeOut.FindNewStakeOutDir[edit]

function FindNewStakeOutDir ()


StakeOut.NotifyTakeHit[edit]

function NotifyTakeHit (Pawn InstigatedBy, Object.Vector HitLocation, int Damage, class<DamageTypedamageType, Object.Vector Momentum)

Overrides: Controller.NotifyTakeHit (global)


StakeOut.SetFocus[edit]

function SetFocus ()


StakeOut.Stopped[edit]

function bool Stopped ()

Overrides: Stopped (global)


TacticalMove[edit]

Ignores: HearNoise, SeePlayer

TacticalMove.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


TacticalMove.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


TacticalMove.EnemyNotVisible[edit]

event EnemyNotVisible ()

Overrides: Controller.EnemyNotVisible (global)


TacticalMove.NotifyHitWall[edit]

event bool NotifyHitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Controller.NotifyHitWall (global)


TacticalMove.ReceiveWarning[edit]

event ReceiveWarning (Pawn shooter, float projSpeed, Object.Vector FireDir)

Overrides: ReceiveWarning (global)


TacticalMove.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


TacticalMove.EngageDirection[edit]

function bool EngageDirection (Object.Vector StrafeDir, bool bForced)


TacticalMove.IsStrafing[edit]

function bool IsStrafing ()

Overrides: IsStrafing (global)


TacticalMove.PawnIsInPain[edit]

function PawnIsInPain (PhysicsVolume PainVolume)

Overrides: Controller.PawnIsInPain (global)


TacticalMove.PickDestination[edit]

function PickDestination ()


TacticalMove.SetFall[edit]

function SetFall ()

Overrides: SetFall (global)


WaitForAnim[edit]

Ignores: Falling, HearNoise, HitWall, KilledBy, NotifyBump, NotifyHeadVolumeChange, NotifyPhysicsVolumeChange, ReceiveWarning, SeePlayer, TakeDamage

WaitForAnim.AnimEnd[edit]

event AnimEnd (int Channel)

Overrides: Actor.AnimEnd (global)


WaitingForLanding[edit]

WaitingForLanding.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


WaitingForLanding.NotifyLanded[edit]

event bool NotifyLanded (Object.Vector HitNormal)

Overrides: NotifyLanded (global)


WaitingForLanding.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


WaitingForLanding.DoWaitForLanding[edit]

function bool DoWaitForLanding ()

Overrides: DoWaitForLanding (global)