My program doesn't have bugs. It just develops random features.
UE2:MonsterController (UT2004)
Object >> Actor >> Controller >> AIController >> ScriptedController >> MonsterController |
Contents
- 1 Constants
- 2 Properties
- 2.1 Accuracy
- 2.2 AcquireTime
- 2.3 bCanFire
- 2.4 bChangeDir
- 2.5 bEnemyIsVisible
- 2.6 bForcedDirection
- 2.7 bHasFired
- 2.8 bJustLanded
- 2.9 bLeadTarget
- 2.10 bMustCharge
- 2.11 bRecommendFastMove
- 2.12 bStrafeDir
- 2.13 ChallengeTime
- 2.14 ChooseAttackCounter
- 2.15 ChooseAttackTime
- 2.16 ChoosingAttackLevel
- 2.17 CombatStyle
- 2.18 EnemyVisibilityTime
- 2.19 FailedHuntEnemy
- 2.20 FailedHuntTime
- 2.21 GoalString
- 2.22 HidingSpot
- 2.23 LastRespawnTime
- 2.24 LoseEnemyCheckTime
- 2.25 NumRandomJumps
- 2.26 OldEnemy
- 2.27 ReactionTime
- 2.28 SoakString
- 2.29 StartTacticalTime
- 2.30 StopStartTime
- 2.31 StrafingAbility
- 2.32 VisibleEnemy
- 2.33 Default values
- 3 Functions
- 4 States
- Package:
- SkaarjPack
- This class in other games:
- UT2003
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Monster Controller - simple AI that always has and hunts down player enemy
Constants[edit]
MAXSTAKEOUTDIST[edit]
Value: 2000
ENEMYLOCATIONFUZZ[edit]
Value: 1200
TACTICALHEIGHTADVANTAGE[edit]
Value: 320
MINSTRAFEDIST[edit]
Value: 200
MINVIEWDIST[edit]
Value: 200
Properties[edit]
Accuracy[edit]
Type: float
-1 to 1 (0 is default, higher is more accurate)
AcquireTime[edit]
Type: float
time at which current enemy was acquired
bCanFire[edit]
Type: bool
used by TacticalMove and Charging states
bChangeDir[edit]
Type: bool
tactical move boolean
bEnemyIsVisible[edit]
Type: bool
bForcedDirection[edit]
Type: bool
bHasFired[edit]
Type: bool
bJustLanded[edit]
Type: bool
bLeadTarget[edit]
Type: bool
lead target with projectile attack
Default value: True
bMustCharge[edit]
Type: bool
bRecommendFastMove[edit]
Type: bool
bStrafeDir[edit]
Type: bool
ChallengeTime[edit]
Type: float
ChooseAttackCounter[edit]
Type: int
ChooseAttackTime[edit]
Type: float
ChoosingAttackLevel[edit]
Type: int
CombatStyle[edit]
Type: float
-1 to 1 = low means tends to stay off and snipe, high means tends to charge and melee
Default value: 0.2
EnemyVisibilityTime[edit]
Type: float
FailedHuntEnemy[edit]
Type: Pawn
FailedHuntTime[edit]
Type: float
GoalString[edit]
Type: string
for debugging - used to show what bot is thinking (with 'ShowDebug')
HidingSpot[edit]
Type: Object.Vector
LastRespawnTime[edit]
Type: float
LoseEnemyCheckTime[edit]
Type: float
NumRandomJumps[edit]
Type: int
attempts to free monster from being stuck
OldEnemy[edit]
Type: Pawn
ReactionTime[edit]
Type: float
SoakString[edit]
Type: string
StartTacticalTime[edit]
Type: float
StopStartTime[edit]
Type: float
StrafingAbility[edit]
Type: float
-1 to 1 (higher uses strafing more)
VisibleEnemy[edit]
Type: Pawn
Default values[edit]
Property | Value |
---|---|
FovAngle | 85.0 |
Functions[edit]
Events[edit]
Desireability[edit]
Overrides: Controller.Desireability
HearNoise[edit]
Overrides: Controller.HearNoise
NotifyBump[edit]
Overrides: Controller.NotifyBump
NotifyLanded[edit]
Overrides: Controller.NotifyLanded
NotifyMissedJump[edit]
Overrides: Controller.NotifyMissedJump
NotifyPhysicsVolumeChange[edit]
Overrides: Controller.NotifyPhysicsVolumeChange
PostBeginPlay[edit]
Overrides: Controller.PostBeginPlay
ReceiveWarning[edit]
Overrides: Controller.ReceiveWarning
SeePlayer[edit]
Overrides: Controller.SeePlayer
SoakStop[edit]
Overrides: Controller.SoakStop
Trigger[edit]
Overrides: AIController.Trigger
Other instance functions[edit]
See MonsterController instance functions.