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

UE2:U2KillerSproutController (U2XMP)

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Package: 
U2Pawns

U2KillerSproutController

Constants[edit]

KSAlertState[edit]

Value: 'KSAlert'

tracking enemy that touched tentacles

KSGrabbingState[edit]

Value: 'KSGrabbing'

reeling enemy in

KSRecoveringState[edit]

Value: 'KSRecovering'

hurt and healing

KSWaitingState[edit]

Value: 'KSWaiting'


Properties[edit]

AddedHealth[edit]

Type: float


DamageAmount[edit]

Type: float


DamageEnemyRate[edit]

Type: float


Default value: 10.0

HealthydHealthLevel[edit]

Type: float


Default value: 0.8

InjuredHealthLevel[edit]

Type: float


Default value: 0.6

MaxGrabSpeed[edit]

Type: float


Default value: 2000.0

MinGrabHeight[edit]

Type: float


MinGrabRadius[edit]

Type: float


RecoverHealthRate[edit]

Type: float


Default value: 25.0

ReeledInDamageMultiplier[edit]

Type: float


Default value: 3.0

ReelInSpeed[edit]

Type: float


Default value: 1000.0

Default values[edit]

Property Value
DefaultState KSWaiting

Functions[edit]

Events[edit]

AnimEnd[edit]

event AnimEnd (int Channel)

Overrides: Actor.AnimEnd


Tick[edit]

event Tick (float DeltaTime)

Overrides: Actor.Tick


Other instance functions[edit]

CanGrab[edit]

function bool CanGrab (Pawn P)


eventTookDamage[edit]

function eventTookDamage (int Damage, Pawn Instigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType)

Overrides: U2NPCControllerBase.eventTookDamage


GetMaxReachZ[edit]

function float GetMaxReachZ ()


GetMinReachZ[edit]

function float GetMinReachZ ()


NotifyTakeHit[edit]

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

Overrides: Controller.NotifyTakeHit


PlayHit[edit]

function PlayHit ()


ShouldTransitionToRecovering[edit]

function bool ShouldTransitionToRecovering ()


States[edit]

@KSAlertState[edit]

@KSAlertState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@KSAlertState.Tick[edit]

event Tick (float DeltaTime)

Overrides: Tick (global)


@KSAlertState.UnTouch[edit]

event UnTouch (Actor Other)

Overrides: Actor.UnTouch (global)


@KSGrabbingState[edit]

@KSGrabbingState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@KSGrabbingState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@KSGrabbingState.Tick[edit]

event Tick (float DeltaTime)

Overrides: Tick (global)


@KSGrabbingState.UnTouch[edit]

event UnTouch (Actor Other)

Overrides: Actor.UnTouch (global)


@KSGrabbingState.PlayHit[edit]

function PlayHit ()

Overrides: PlayHit (global)


@KSRecoveringState[edit]

@KSRecoveringState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@KSRecoveringState.Tick[edit]

event Tick (float DeltaTime)

Overrides: Tick (global)


@KSRecoveringState.ShouldTransitionToRecovering[edit]

function bool ShouldTransitionToRecovering ()

Overrides: ShouldTransitionToRecovering (global)


@KSWaitingState[edit]

@KSWaitingState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@KSWaitingState.Touch[edit]

event Touch (Actor Other)

Overrides: Actor.Touch (global)