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UE2:ScriptedController (UT2003)

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

Contents

Package: 
Gameplay
Direct subclasses:
Bot, MonsterController, ScriptedTriggerController
This class in other games:
U2, UE2Runtime, UT2004

ScriptedController AI controller which is controlling the pawn through a scripted sequence specified by an AIScript

[edit] Properties

[edit] ActionNum

Type: int


[edit] AnimsRemaining

Type: int


[edit] bBroken

Type: bool


[edit] bFakeShot

Type: bool

FIXME - this is currently a hack

[edit] bFineWeaponControl

Type: bool


[edit] bPendingDoubleJump

Type: bool


[edit] bPendingShoot

Type: bool


[edit] bShootSpray

Type: bool


[edit] bShootTarget

Type: bool


[edit] bUseScriptFacing

Type: bool


Default value: True

[edit] CurrentAction

Type: LatentScriptedAction


[edit] CurrentAnimation

Type: ACTION_PlayAnim


[edit] FiringMode

Type: name


[edit] IterationCounter

Type: int


[edit] IterationSectionStart

Type: int


Default value: -1

[edit] MyPlayerController

Type: PlayerController


[edit] NumShots

Type: int


[edit] PendingController

Type: Controller

controller which will get this pawn after scripted sequence is complete

[edit] ScriptedFocus

Type: Actor


[edit] SequenceScript

Type: ScriptedSequence


[edit] Functions

[edit] Events

[edit] NotifyJumpApex

event NotifyJumpApex ()

Overrides: Controller.NotifyJumpApex


[edit] Other instance functions

[edit] AdjustAim

function Object.Rotator AdjustAim (Ammunition FiredAmmunition, Object.Vector projStart, int AimError)

Overrides: Controller.AdjustAim


[edit] CheckIfNearPlayer

function bool CheckIfNearPlayer (float Distance)


[edit] ClearAnimation

function ClearAnimation ()


[edit] ClearScript

function ClearScript ()


[edit] DestroyPawn

function DestroyPawn ()


[edit] GetInstigator

function Pawn GetInstigator ()


[edit] GetMyPlayer

function Pawn GetMyPlayer ()


[edit] GetSoundSource

function Actor GetSoundSource ()


[edit] LeaveScripting

function LeaveScripting ()


[edit] SetEnemyReaction

function SetEnemyReaction (int AlertnessLevel)


[edit] SetFireYaw

function int SetFireYaw (int FireYaw)


[edit] SetNewScript

function SetNewScript (ScriptedSequence NewScript)


[edit] TakeControlOf

function TakeControlOf (Pawn aPawn)


[edit] WeaponFireAgain

function bool WeaponFireAgain (float RefireRate, bool bFinishedFire)

Overrides: AIController.WeaponFireAgain


[edit] States

[edit] Broken

[edit] Scripting

[edit] Scripting.AnimEnd

event AnimEnd (int Channel)

Overrides: Actor.AnimEnd (global)


[edit] Scripting.EndState

event EndState ()

Overrides: Object.EndState (global)


[edit] Scripting.Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


[edit] Scripting.Timer

event Timer ()

Overrides: Actor.Timer (global)


[edit] Scripting.Trigger

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: AIController.Trigger (global)


[edit] Scripting.AbortScript

function AbortScript ()


[edit] Scripting.CompleteAction

function CompleteAction ()


[edit] Scripting.DisplayDebug

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

Overrides: AIController.DisplayDebug (global)


[edit] Scripting.InitForNextAction

function InitForNextAction ()


[edit] Scripting.LeaveScripting

function LeaveScripting ()

Overrides: LeaveScripting (global)


[edit] Scripting.MayShootAtEnemy

function MayShootAtEnemy ()


[edit] Scripting.MayShootTarget

function MayShootTarget ()


[edit] Scripting.SetMoveTarget

function SetMoveTarget ()


[edit] Scripting.UnPossess

function UnPossess ()


[edit] Scripting.WeaponFireAgain

function bool WeaponFireAgain (float RefireRate, bool bFinishedFire)

Overrides: WeaponFireAgain (global)


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