Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
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
MAXSTAKEOUTDIST
Value: 2000
ENEMYLOCATIONFUZZ
Value: 1200
TACTICALHEIGHTADVANTAGE
Value: 320
MINSTRAFEDIST
Value: 200
MINVIEWDIST
Value: 200
Properties
Accuracy
Type: float
-1 to 1 (0 is default, higher is more accurate)
AcquireTime
Type: float
time at which current enemy was acquired
bCanFire
Type: bool
used by TacticalMove and Charging states
bChangeDir
Type: bool
tactical move boolean
bEnemyIsVisible
Type: bool
bForcedDirection
Type: bool
bHasFired
Type: bool
bJustLanded
Type: bool
bLeadTarget
Type: bool
lead target with projectile attack
Default value: True
bMustCharge
Type: bool
bRecommendFastMove
Type: bool
bStrafeDir
Type: bool
ChallengeTime
Type: float
ChooseAttackCounter
Type: int
ChooseAttackTime
Type: float
ChoosingAttackLevel
Type: int
CombatStyle
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
Type: float
FailedHuntEnemy
Type: Pawn
FailedHuntTime
Type: float
GoalString
Type: string
for debugging - used to show what bot is thinking (with 'ShowDebug')
HidingSpot
Type: Object.Vector
LastRespawnTime
Type: float
LoseEnemyCheckTime
Type: float
NumRandomJumps
Type: int
attempts to free monster from being stuck
OldEnemy
Type: Pawn
ReactionTime
Type: float
SoakString
Type: string
StartTacticalTime
Type: float
StopStartTime
Type: float
StrafingAbility
Type: float
-1 to 1 (higher uses strafing more)
VisibleEnemy
Type: Pawn
Default values
Property | Value |
---|---|
FovAngle | 85.0 |
Functions
Events
Desireability
Overrides: Controller.Desireability
HearNoise
Overrides: Controller.HearNoise
NotifyBump
Overrides: Controller.NotifyBump
NotifyLanded
Overrides: Controller.NotifyLanded
NotifyMissedJump
Overrides: Controller.NotifyMissedJump
NotifyPhysicsVolumeChange
Overrides: Controller.NotifyPhysicsVolumeChange
PostBeginPlay
Overrides: Controller.PostBeginPlay
ReceiveWarning
Overrides: Controller.ReceiveWarning
SeePlayer
Overrides: Controller.SeePlayer
SoakStop
Overrides: Controller.SoakStop
Trigger
Overrides: AIController.Trigger
Other instance functions
See MonsterController instance functions.