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UE2:Controller internal variables (UT2004)

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UT2004 Object >> Actor >> Controller (internal variables)

Contents

Controller internal variables in other games:
U2, U2XMP, UE2Runtime, UT2003
Other member categories for this class:
events, instance functions

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]

Type: class<Weapon>

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]

Type: class<Pawn>

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]

Type: class<Pawn>

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