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UE2:Controller functions (U2XMP)

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U2XMP Object >> Actor >> Controller (functions)

Contents

Controller functions in other games:
U2
Other member categories for this class:
instance functions, internal variables

Functions

Latent functions

FinishRotation

native(508) final latent function FinishRotation (optional int Threshold)


MoveToActor

native(502) final latent function MoveToActor (Actor DestinationActor, Actor.ETacticalMoveType DesiredTacticalMoveType, optional Actor FinalDestinationActor, optional float AtFinalDestinationDistance2D, optional Actor ViewFocus, optional float Speed)


MoveToPoint

native(500) final latent function MoveToPoint (Object.Vector DestinationLocation, optional float AtFinalDestinationDistance2D, optional Actor ViewFocus, optional float Speed)


WaitForLanding

native(527) final latent function WaitForLanding (optional float MaxWaitTime)


Exec functions

RestartLevel

exec function RestartLevel ()


SwitchToBestWeapon

exec function bool SwitchToBestWeapon (optional out float Rating, optional out byte bUseAltMode)


Unuse

exec function Unuse ()


Use

exec function Use ()


Native functions

_SetControllerEnemy

native final private function _SetControllerEnemy (Pawn Enemy)


_SetControllerTarget

native final private function _SetControllerTarget (Actor Target)


ActorReachable

native(520) final function bool ActorReachable (Actor TargetActor, optional float MaxDistSquared)


AddController

native(529) final function AddController ()


AtDestinationActor

native final function bool AtDestinationActor (Actor DestinationActor, optional float AtDestinationDistance)


AtDestinationPoint

native final function bool AtDestinationPoint (Object.Vector Destination, optional float AtDestinationDistance)


CanSee

native(533) final function bool CanSee (Actor Other, optional bool bRobustLOSChecks, optional int TraceFlags)


CheckActorInRange

native final function bool CheckActorInRange (Actor Target, float Range)


CheckMeleeAttackRange

native final function bool CheckMeleeAttackRange (Actor MeleeTarget, optional float Range)


ClearPaths

native(522) final function ClearPaths ()


EAdjustJump

native(523) final function Object.Vector EAdjustJump (Object.Vector TargetLocation, float BaseZ, float XYSpeed)


EndClimbLadder

native function EndClimbLadder ()


FindBestInventoryPath

native(540) final function float FindBestInventoryPath (out Actor BestPath, float MinWeight, bool bPredictRespawns, optional bool bClearSpecialColliders)


FindCoverSpot

native final function CoverSpot FindCoverSpot (Pawn PawnToAvoid, float MinDistance, float MaxDistance, float MinDeltaZ, float MaxDeltaZ, float CosMinAngle, float CosMaxAngle, bool bIncludePathable)


FindPathToActor

native(518) final function EPathResult FindPathToActor (Actor TargetActor, optional out Actor ReturnedActor, optional bool bIncludeDirect, optional bool bClearPaths, optional bool bClearSpecialColliders)


FindPathToPoint

native(517) final function EPathResult FindPathToPoint (Object.Vector TargetVector, optional out Object.Vector ReturnedVector, optional bool bIncludeDirect, optional bool bClearPaths, optional bool bClearSpecialColliders)


FindPathTowardNearest

native final function EPathResult FindPathTowardNearest (class<NavigationPointGoalClass, optional out Actor ReturnedActor, optional bool bClearSpecialColliders)


FindRandomDest

native(525) final function NavigationPoint FindRandomDest (optional bool bClearPaths, optional bool bClearSpecialColliders)


GetAttitudeTo

native final function EAttitude GetAttitudeTo (Pawn Other)


IsHandlingLatentMove

native final function bool IsHandlingLatentMove ()


LineOfSightTo

native(514) final function bool LineOfSightTo (Actor Other, optional bool bRobustLOSChecks, optional int TraceFlags)


PickAnyTarget

native(534) final function Actor PickAnyTarget (out float bestAim, out float bestDist, Object.Vector FireDir, Object.Vector projStart)


PickTarget

native(531) final function Pawn PickTarget (out float bestAim, out float bestDist, Object.Vector FireDir, Object.Vector projStart)


PickWallAdjust

native(526) final function bool PickWallAdjust (Object.Vector HitNormal)


PointReachable

native(521) final function bool PointReachable (Object.Vector point, optional float MaxDistSquared)


RemoveController

native(530) final function RemoveController ()


StopWaiting

native function StopWaiting ()


ValidCoverActor

native final function bool ValidCoverActor (Actor CoverActor, Pawn PawnToAvoid, bool bTestReach)


Events

ActorRangeTransition

event ActorRangeTransition (bool bInRange)


AIHearSound

event AIHearSound (Actor Actor, int Id, Sound S, Object.Vector SoundLocation, Object.Vector Parameters, bool Attenuate)


Desireability

event float Desireability (Pickup P)


Destroyed

simulated event Destroyed ()

Overrides: Actor.Destroyed


EnemyInLeapRange

event EnemyInLeapRange (float Distance)


EnemyInMeleeRange

event EnemyInMeleeRange ()


EnemyInvalid

event EnemyInvalid ()


EnemyNotInMeleeRange

event EnemyNotInMeleeRange ()


EnemyNotVisible

event EnemyNotVisible ()


EnemyRangeTransition

event EnemyRangeTransition (float Distance)


HearNoise

event HearNoise (float Loudness, Actor NoiseMaker)


LongFall

event LongFall ()


MayFall

event MayFall ()


NotifyBump

event bool NotifyBump (Actor Other)


NotifyHeadVolumeChange

event bool NotifyHeadVolumeChange (PhysicsVolume NewVolume)


NotifyHitMover

event NotifyHitMover (Object.Vector HitNormal, Mover Wall)


NotifyHitWall

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


NotifyLanded

event bool NotifyLanded (Object.Vector HitNormal)


NotifyPhysicsVolumeChange

event bool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)


PostBeginPlay

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


PreBeginPlay

simulated event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


PrepareForMove

event PrepareForMove (NavigationPoint Goal, ReachSpec Path)


RenderOverlays

simulated event RenderOverlays (Canvas Canvas)


Replication

event Replication ()

Overrides: Actor.Replication


SeeAlertFriend

event SeeAlertFriend (Pawn Seen)


SeeEnemy

event SeeEnemy (Pawn Seen)


SeeFriend

event SeeFriend (Pawn Seen)


SeeOther

event SeeOther (Actor Seen)


SpecialPathing

event bool SpecialPathing (ReachSpec Path, out int ExtraCost)


UpdateTactics

event UpdateTactics ()


Other instance functions

See Controller instance functions.