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UE2:Controller internal variables (UE2Runtime)
Object >> Actor >> Controller (internal variables) |
Contents
- 1 Internal variables
- 1.1 AcquisitionYawRate
- 1.2 AdjustLoc
- 1.3 bAdjusting
- 1.4 bAdvancedTactics
- 1.5 bAllowedToImpactJump
- 1.6 bAllowedToTranslocate
- 1.7 bAltFire
- 1.8 bCanDoSpecial
- 1.9 bCanOpenDoors
- 1.10 bControlAnimations
- 1.11 bDuck
- 1.12 bEnemyAcquired
- 1.13 bEnemyInfoValid
- 1.14 bFire
- 1.15 bGodMode
- 1.16 bHuntPlayer
- 1.17 bIsPlayer
- 1.18 bJumpOverWall
- 1.19 bLOSflag
- 1.20 bNotifyApex
- 1.21 bPreparingMove
- 1.22 bRun
- 1.23 bSoaking
- 1.24 bUsePlayerHearing
- 1.25 CurrentPath
- 1.26 CurrentPathDir
- 1.27 Destination
- 1.28 Enemy
- 1.29 FailedReachLocation
- 1.30 FailedReachTime
- 1.31 FearSpots
- 1.32 FocalPoint
- 1.33 Focus
- 1.34 FovAngle
- 1.35 GoalList
- 1.36 GroundPitchTime
- 1.37 Handedness
- 1.38 home
- 1.39 LastFailedReach
- 1.40 LastPawnWeapon
- 1.41 LastRouteFind
- 1.42 LastSeeingPos
- 1.43 LastSeenPos
- 1.44 LastSeenTime
- 1.45 MinHitWall
- 1.46 MonitoredPawn
- 1.47 MonitorMaxDistSq
- 1.48 MonitorStartLoc
- 1.49 MoveTarget
- 1.50 MoveTimer
- 1.51 nextController
- 1.52 OldMessageTime
- 1.53 Pawn
- 1.54 PawnClass
- 1.55 PendingMover
- 1.56 PlayerNum
- 1.57 PlayerReplicationInfo
- 1.58 PreviousPawnClass
- 1.59 RespawnPredictionTime
- 1.60 RouteCache
- 1.61 RouteDist
- 1.62 RouteGoal
- 1.63 SightCounter
- 1.64 StartSpot
- 1.65 Stimulus
- 1.66 Target
- 1.67 ViewX
- 1.68 ViewY
- 1.69 ViewZ
- 1.70 VoiceType
- Controller internal variables in other games:
- U2, U2XMP, UT2003, UT2004
- Other member categories for this class:
- instance functions
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Internal variables
AcquisitionYawRate
Type: int
Default value: 20000
AdjustLoc
Type: Object.Vector
location to move to while adjusting around obstacle
bAdjusting
Type: bool
adjusting around obstacle
bAdvancedTactics
Type: bool
serpentine movement between pathnodes
bAllowedToImpactJump
Type: bool
bAllowedToTranslocate
Type: bool
bAltFire
Type: byte
Modifiers: input
bCanDoSpecial
Type: bool
bCanOpenDoors
Type: bool
bControlAnimations
Type: bool
take control of animations from pawn (don't let pawn play animations based on notifications)
bDuck
Type: byte
Modifiers: input
bEnemyAcquired
Type: bool
bEnemyInfoValid
Type: bool
false when change enemy, true when LastSeenPos etc updated
bFire
Type: byte
Modifiers: input
bGodMode
Type: bool
bHuntPlayer
Type: bool
hunting player
bIsPlayer
Type: bool
Pawn is a player or a player-bot.
bJumpOverWall
Type: bool
true when jumping to clear obstacle
bLOSflag
Type: bool
Modifiers: const
used for alternating LineOfSight traces
bNotifyApex
Type: bool
event NotifyJumpApex() when at apex of jump
bPreparingMove
Type: bool
set true while pawn sets up for a latent move
bRun
Type: byte
Modifiers: input
bSoaking
Type: bool
pause and focus on this bot if it encounters a problem
bUsePlayerHearing
Type: bool
CurrentPath
Type: ReachSpec
CurrentPathDir
Type: Object.Vector
Destination
Type: Object.Vector
location being moved toward
Enemy
Type: Pawn
FailedReachLocation
Type: Object.Vector
Modifiers: const
FailedReachTime
Type: float
Modifiers: const
FearSpots
Type: AvoidMarker
Array size: 2
avoid these spots when moving
FocalPoint
Type: Object.Vector
location being looked at
Focus
Type: Actor
actor being looked at
FovAngle
Type: float
X field of view angle in degrees, usually 90.
Default value: 90.0
GoalList
Type: Actor
Array size: 4
used by navigation AI - list of intermediate goals
GroundPitchTime
Type: float
Handedness
Type: float
Modifiers: globalconfig
home
Type: NavigationPoint
set when begin play, used for retreating and attitude checks
LastFailedReach
Type: Actor
Modifiers: const
cache to avoid trying failed actorreachable more than once per frame
LastPawnWeapon
used by game stats
LastRouteFind
Type: float
LastSeeingPos
Type: Object.Vector
position where I last saw enemy (auto updated if EnemyNotVisible enabled)
LastSeenPos
Type: Object.Vector
enemy position when I last saw enemy (auto updated if EnemyNotVisible() enabled)
LastSeenTime
Type: float
MinHitWall
Type: float
Minimum HitNormal dot Velocity.Normal to get a HitWall event from the physics
Default value: -1.0
MonitoredPawn
Type: Pawn
used by latent function MonitorPawn()
MonitorMaxDistSq
Type: float
MonitorStartLoc
Type: Object.Vector
used by latent function MonitorPawn()
MoveTarget
Type: Actor
actor being moved toward
MoveTimer
Type: float
nextController
Type: Controller
Modifiers: const
chained Controller list
OldMessageTime
Type: float
Pawn
Type: Pawn
PawnClass
class of pawn to spawn (for players)
PendingMover
Type: Mover
mover pawn is waiting for to complete its move
PlayerNum
Type: int
Modifiers: const
The player number - per-match player number.
PlayerReplicationInfo
Type: PlayerReplicationInfo
PreviousPawnClass
Holds the player's previous class
RespawnPredictionTime
Type: float
how far ahead to predict respawns when looking for inventory
RouteCache
Type: Actor
Array size: 16
RouteDist
Type: float
total distance for current route
RouteGoal
Type: Actor
final destination for current route
SightCounter
Type: float
Used to keep track of when to check player visibility
StartSpot
Type: NavigationPoint
Stimulus
Type: float
Target
Type: Actor
ViewX
Type: Object.Vector
ViewY
Type: Object.Vector
ViewZ
Type: Object.Vector
Viewrotation encoding for PHYS_Spider
VoiceType
Type: string
for speech