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

UE2:BehaviorControllerInterf (U2XMP)

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U2XMP Object >> BehaviorControllerInterf
Package: 
U2AI
Within class: 
U2NPCControllerBasic
Direct subclass:
BehaviorControllerBasic

BehaviorControllerInterf.uc Created By: Mike Fox Created On: 01/22/02 $Author: Mfox $ $Date: 12/16/02 10:31p $ $Revision: 17 $

Enums[edit]

EBCType[edit]

BC_AttackUpdate 
generic "reevaluate the current situation" with valid enemy
BC_AttackCantFire 
can't fire in current state (e.g. disabled, odds)
BC_BehaviorTimeOut 
time limit for current behavior is up
BC_CoverNotFound 
tried to find cover and failed
BC_CoverNotNeeded 
cover not needed -- current enemy isn't aggressive
BC_CoverReachedCover 
reached a safe spot
BC_EnemyAcquired 
became aware of an enemy for the first time (use acquisition state?)
BC_EnemyCantReach 
can't get to enemy (pathing issue or enemy in water and I can't swim etc.)
BC_EnemyChanged 
changed enemy to a different one (e.g. bigger threat)
BC_EnemyInvalid 
current enemy is no longer valid (e.g. killed, gave up trying to find)
BC_EnemyNotVisible 
lost LOS to current enemy
BC_EnemyRecovered 
BC_MeleeRange 
check if should melee attack
BC_MeleeRangeLost 
enemy moved out of melee range (while NPC in attackmelee state)
BC_MeleeRangeLostHit 
enemy moved out of melee range (while NPC in attackmelee state) during successful melee attack (enemy was hit)
BC_MeleeUpdate 
maybe change melee behavior
BC_MeleeUpdateHit 
maybe change melee behavior during successful melee attack (enemy was hit)
BC_MetaStateTimeOut 
time limit for current is up (only applies to some meta states)
BC_StakeOutEnd 
abandoning stakeout (giving up)
BC_TargetInvalid 
special target became invalid?
BC_TookDamage 
took damage
BC_UpdateInactive 
BC_CoverEnemyNotVisible 
enemy went out of LOS
BC_CoverLeavingCover 
leaving cover
BC_CoverRecoveredEnemy 
enemy recovered after moving out from cover spot (or enemy found NPC)?
BC_CoverTimeOut 
cover state timed out -- select next state

Instance functions[edit]

BlockFiring[edit]

function BlockFiring (float SuggestedFireAgainDelay)


CleanupBC[edit]

function CleanupBC ()


DisableAllBehaviorsExcept[edit]

function DisableAllBehaviorsExcept (name TargetState)


DisableBehavior[edit]

function DisableBehavior (name TargetState)


EnableBehavior[edit]

function EnableBehavior (name TargetState)


GetBCEnabled[edit]

function bool GetBCEnabled ()


GetCheckBehaviorDelay[edit]

function float GetCheckBehaviorDelay ()


GetCheckMetaStateDelay[edit]

function float GetCheckMetaStateDelay ()


GetCurrentMetaStateName[edit]

function string GetCurrentMetaStateName ()


GetCurrentMetaStateNameShort[edit]

function string GetCurrentMetaStateNameShort ()


GetExtendedStateInformation[edit]

function string GetExtendedStateInformation ()


GetMinFiringDelay[edit]

function float GetMinFiringDelay ()


GetTimeOutDelays[edit]

function GetTimeOutDelays (out float CheckBehaviorDelay, out float CheckMetaStateDelay)


RestoreTimeOutDelays[edit]

function RestoreTimeOutDelays (float CheckBehaviorDelay, float CheckMetaStateDelay)


SetBCEnabled[edit]

function SetBCEnabled (bool bVal)


SetMinTimeOutDelay[edit]

function SetMinTimeOutDelay (float MinTimeOutDelay)


SetNextCheckFireShotDelay[edit]

function SetNextCheckFireShotDelay (float SuggestedFireAgainDelay)


StartFiring[edit]

function StartFiring ()


Update[edit]

function Update (EBCType BCTypeIn)