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UE2:Controller internal variables (UT2004)
Object >> Actor >> Controller (internal variables) |
Contents
- 1 Internal variables
- 1.1 AcquisitionYawRate
- 1.2 AdjustLoc
- 1.3 Adrenaline
- 1.4 AdrenalineMax
- 1.5 bAdjusting
- 1.6 bAdrenalineEnabled
- 1.7 bAdvancedTactics
- 1.8 bAllowedToImpactJump
- 1.9 bAllowedToTranslocate
- 1.10 bAltFire
- 1.11 bCanDoSpecial
- 1.12 bCanOpenDoors
- 1.13 bControlAnimations
- 1.14 bDuck
- 1.15 bEnemyAcquired
- 1.16 bEnemyInfoValid
- 1.17 bFire
- 1.18 bForceStrafe
- 1.19 bGodMode
- 1.20 bHuntPlayer
- 1.21 bInDodgeMove
- 1.22 bIsPlayer
- 1.23 bJumpOverWall
- 1.24 bLOSflag
- 1.25 bNotifyApex
- 1.26 bNotifyFallingHitWall
- 1.27 bNotifyPostLanded
- 1.28 bPreparingMove
- 1.29 bRun
- 1.30 bSlowerZAcquire
- 1.31 bSoaking
- 1.32 bUsePlayerHearing
- 1.33 bVehicleTransition
- 1.34 bVoiceTalk
- 1.35 CurrentPath
- 1.36 CurrentPathDir
- 1.37 Destination
- 1.38 DirectionHint
- 1.39 DodgeLandZ
- 1.40 DodgeToGoalPct
- 1.41 Enemy
- 1.42 FailedReachLocation
- 1.43 FailedReachTime
- 1.44 FearSpots
- 1.45 FocalPoint
- 1.46 Focus
- 1.47 FocusLead
- 1.48 FovAngle
- 1.49 GoalList
- 1.50 GroundPitchTime
- 1.51 Handedness
- 1.52 home
- 1.53 LastBlockingVehicle
- 1.54 LastFailedReach
- 1.55 LastPawnWeapon
- 1.56 LastRouteFind
- 1.57 LastSeeingPos
- 1.58 LastSeenPos
- 1.59 LastSeenTime
- 1.60 MinHitWall
- 1.61 MonitoredPawn
- 1.62 MonitorMaxDistSq
- 1.63 MonitorStartLoc
- 1.64 MoveTarget
- 1.65 MoveTimer
- 1.66 nextController
- 1.67 NextRoutePath
- 1.68 OldMessageTime
- 1.69 Pawn
- 1.70 PawnClass
- 1.71 PendingMover
- 1.72 PlayerNum
- 1.73 PlayerReplicationInfo
- 1.74 PreviousPawnClass
- 1.75 RespawnPredictionTime
- 1.76 RouteCache
- 1.77 RouteDist
- 1.78 RouteGoal
- 1.79 ShotTarget
- 1.80 SightCounter
- 1.81 StartSpot
- 1.82 Stimulus
- 1.83 Target
- 1.84 ViewX
- 1.85 ViewY
- 1.86 ViewZ
- 1.87 VoiceType
- 1.88 WarningDelay
- 1.89 WarningProjectile
- Controller internal variables in other games:
- U2, U2XMP, UE2Runtime, UT2003
- Other member categories for this class:
- events, instance functions
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Internal variables[edit]
AcquisitionYawRate[edit]
Type: int
Default value: 20000
AdjustLoc[edit]
Type: Object.Vector
location to move to while adjusting around obstacle
Adrenaline[edit]
Type: float
AdrenalineMax[edit]
Type: float
maximum Adrenaline (combo energy)
Default value: 100.0
bAdjusting[edit]
Type: bool
adjusting around obstacle
bAdrenalineEnabled[edit]
Type: bool
Default value: True
bAdvancedTactics[edit]
Type: bool
serpentine movement between pathnodes
bAllowedToImpactJump[edit]
Type: bool
bAllowedToTranslocate[edit]
Type: bool
bAltFire[edit]
Type: byte
Modifiers: input
bCanDoSpecial[edit]
Type: bool
bCanOpenDoors[edit]
Type: bool
bControlAnimations[edit]
Type: bool
take control of animations from pawn (don't let pawn play animations based on notifications)
bDuck[edit]
Type: byte
Modifiers: input
bEnemyAcquired[edit]
Type: bool
bEnemyInfoValid[edit]
Type: bool
false when change enemy, true when LastSeenPos etc updated
bFire[edit]
Type: byte
Modifiers: input
bForceStrafe[edit]
Type: bool
bGodMode[edit]
Type: bool
bHuntPlayer[edit]
Type: bool
hunting player
bInDodgeMove[edit]
Type: bool
bIsPlayer[edit]
Type: bool
Pawn is a player or a player-bot.
bJumpOverWall[edit]
Type: bool
true when jumping to clear obstacle
bLOSflag[edit]
Type: bool
Modifiers: const
used for alternating LineOfSight traces
bNotifyApex[edit]
Type: bool
event NotifyJumpApex() when at apex of jump
bNotifyFallingHitWall[edit]
Type: bool
bNotifyPostLanded[edit]
Type: bool
bPreparingMove[edit]
Type: bool
set true while pawn sets up for a latent move
bRun[edit]
Type: byte
Modifiers: input
bSlowerZAcquire[edit]
Type: bool
acquire targets above or below more slowly than at same height
Default value: True
bSoaking[edit]
Type: bool
pause and focus on this bot if it encounters a problem
bUsePlayerHearing[edit]
Type: bool
bVehicleTransition[edit]
Type: bool
bVoiceTalk[edit]
Type: byte
Modifiers: input
CurrentPath[edit]
Type: ReachSpec
CurrentPathDir[edit]
Type: Object.Vector
Destination[edit]
Type: Object.Vector
location being moved toward
DirectionHint[edit]
Type: Object.Vector
DodgeLandZ[edit]
Type: float
expected min landing height of dodge
DodgeToGoalPct[edit]
Type: float
Frequency bot tries to dodge to reachable goal
Enemy[edit]
Type: Pawn
FailedReachLocation[edit]
Type: Object.Vector
Modifiers: const
FailedReachTime[edit]
Type: float
Modifiers: const
FearSpots[edit]
Type: AvoidMarker
Array size: 2
avoid these spots when moving
FocalPoint[edit]
Type: Object.Vector
location being looked at
Focus[edit]
Type: Actor
actor being looked at
FocusLead[edit]
Type: float
how much to lead view of focus
FovAngle[edit]
Type: float
X field of view angle in degrees, usually 90.
Default value: 90.0
GoalList[edit]
Type: Actor
Array size: 4
used by navigation AI - list of intermediate goals
GroundPitchTime[edit]
Type: float
Handedness[edit]
Type: float
Modifiers: globalconfig
home[edit]
Type: NavigationPoint
set when begin play, used for retreating and attitude checks
LastBlockingVehicle[edit]
Type: Vehicle
LastFailedReach[edit]
Type: Actor
Modifiers: const
cache to avoid trying failed actorreachable more than once per frame
LastPawnWeapon[edit]
used by game stats
LastRouteFind[edit]
Type: float
time at which last route finding occured
LastSeeingPos[edit]
Type: Object.Vector
position where I last saw enemy (auto updated if EnemyNotVisible enabled)
LastSeenPos[edit]
Type: Object.Vector
enemy position when I last saw enemy (auto updated if EnemyNotVisible() enabled)
LastSeenTime[edit]
Type: float
MinHitWall[edit]
Type: float
Minimum HitNormal dot Velocity.Normal to get a HitWall event from the physics
Default value: -1.0
MonitoredPawn[edit]
Type: Pawn
used by latent function MonitorPawn()
MonitorMaxDistSq[edit]
Type: float
MonitorStartLoc[edit]
Type: Object.Vector
used by latent function MonitorPawn()
MoveTarget[edit]
Type: Actor
actor being moved toward
MoveTimer[edit]
Type: float
nextController[edit]
Type: Controller
Modifiers: const
chained Controller list
NextRoutePath[edit]
Type: ReachSpec
OldMessageTime[edit]
Type: float
Pawn[edit]
Type: Pawn
PawnClass[edit]
class of pawn to spawn (for players)
PendingMover[edit]
Type: Mover
mover pawn is waiting for to complete its move
PlayerNum[edit]
Type: int
Modifiers: const
The player number - per-match player number.
PlayerReplicationInfo[edit]
Type: PlayerReplicationInfo
PreviousPawnClass[edit]
Holds the player's previous class
RespawnPredictionTime[edit]
Type: float
how far ahead to predict respawns when looking for inventory
RouteCache[edit]
Type: Actor
Array size: 16
RouteDist[edit]
Type: float
total distance for current route
RouteGoal[edit]
Type: Actor
final destination for current route
ShotTarget[edit]
Type: Pawn
SightCounter[edit]
Type: float
Used to keep track of when to check player visibility
StartSpot[edit]
Type: NavigationPoint
Stimulus[edit]
Type: float
Target[edit]
Type: Actor
ViewX[edit]
Type: Object.Vector
ViewY[edit]
Type: Object.Vector
ViewZ[edit]
Type: Object.Vector
Viewrotation encoding for PHYS_Spider
VoiceType[edit]
Type: string
OBSOLETE
WarningDelay[edit]
Type: float
delay before act on firing warning
WarningProjectile[edit]
Type: Projectile