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UE2:MonsterController instance functions (UT2003)
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Object >> Actor >> Controller >> AIController >> ScriptedController >> MonsterController (instance functions) |
Contents
- 1 Instance functions
- 1.1 AdjustAim
- 1.2 AdjustAimError
- 1.3 AdjustAround
- 1.4 CanAttack
- 1.5 CancelCampFor
- 1.6 Celebrate
- 1.7 ChangeEnemy
- 1.8 CheckFutureSight
- 1.9 CheckIfShouldCrouch
- 1.10 ChooseAttackMode
- 1.11 ClearShot
- 1.12 DamageAttitudeTo
- 1.13 DefendMelee
- 1.14 DirectedWander
- 1.15 DisplayDebug
- 1.16 DoCharge
- 1.17 DoRangedAttackOn
- 1.18 DoStakeOut
- 1.19 DoTacticalMove
- 1.20 DoWaitForLanding
- 1.21 EnemyChanged
- 1.22 EnemyVisible
- 1.23 ExecuteWhatToDoNext
- 1.24 FaceActor
- 1.25 FaceMoveTarget
- 1.26 FearThisSpot
- 1.27 FightEnemy
- 1.28 FindBestPathToward
- 1.29 FindNewEnemy
- 1.30 FindRoamDest
- 1.31 FireWeaponAt
- 1.32 Formation
- 1.33 GetEnemyName
- 1.34 GetOldEnemyName
- 1.35 InitializeSkill
- 1.36 IsHunting
- 1.37 IsStrafing
- 1.38 NearWall
- 1.39 NeedToTurn
- 1.40 NotifyKilled
- 1.41 Possess
- 1.42 ReceiveWarning
- 1.43 ResetSkill
- 1.44 Restart
- 1.45 SetCombatTimer
- 1.46 SetEnemy
- 1.47 SetEnemyInfo
- 1.48 SetFall
- 1.49 SetMaxDesiredSpeed
- 1.50 SetPeripheralVision
- 1.51 ShouldStrafeTo
- 1.52 StopFiring
- 1.53 Stopped
- 1.54 StrafeFromDamage
- 1.55 TestDirection
- 1.56 TimedFireWeaponAtEnemy
- 1.57 TryToDuck
- 1.58 TryToWalk
- 1.59 WaitForMover
- 1.60 WanderOrCamp
- 1.61 WhatToDoNext
- MonsterController instance functions in other games:
- UT2004
- Other member categories for this class:
- states
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Instance functions[edit]
AdjustAim[edit]
function Object.Rotator AdjustAim (Ammunition FiredAmmunition, Object.Vector projStart, int aimerror)
Overrides: ScriptedController.AdjustAim
AdjustAimError[edit]
function float AdjustAimError (float aimerror, float TargetDist, bool bDefendMelee, bool bInstantProj, bool bLeadTargetNow)
AdjustAround[edit]
CanAttack[edit]
CancelCampFor[edit]
function CancelCampFor (Controller C)
Celebrate[edit]
function Celebrate ()
ChangeEnemy[edit]
CheckFutureSight[edit]
Overrides: Controller.CheckFutureSight
CheckIfShouldCrouch[edit]
function CheckIfShouldCrouch (Object.Vector StartPosition, Object.Vector TargetPosition, float probability)
ChooseAttackMode[edit]
function ChooseAttackMode ()
ClearShot[edit]
DamageAttitudeTo[edit]
Overrides: Controller.damageAttitudeTo
DefendMelee[edit]
DirectedWander[edit]
function DirectedWander (Object.Vector WanderDir)
DisplayDebug[edit]
Overrides: AIController.DisplayDebug
DoCharge[edit]
function DoCharge ()
DoRangedAttackOn[edit]
function DoRangedAttackOn (Actor A)
DoStakeOut[edit]
function DoStakeOut ()
DoTacticalMove[edit]
function DoTacticalMove ()
DoWaitForLanding[edit]
function bool DoWaitForLanding ()
EnemyChanged[edit]
function EnemyChanged (bool bNewEnemyVisible)
EnemyVisible[edit]
function bool EnemyVisible ()
ExecuteWhatToDoNext[edit]
function ExecuteWhatToDoNext ()
FaceActor[edit]
FaceMoveTarget[edit]
function Actor FaceMoveTarget ()
FearThisSpot[edit]
function FearThisSpot (AvoidMarker aSpot)
Overrides: Controller.FearThisSpot
FightEnemy[edit]
function FightEnemy (bool bCanCharge)
FindBestPathToward[edit]
FindNewEnemy[edit]
function bool FindNewEnemy ()
FindRoamDest[edit]
function bool FindRoamDest ()
FireWeaponAt[edit]
Overrides: Controller.FireWeaponAt
Formation[edit]
function bool Formation ()
GetEnemyName[edit]
function string GetEnemyName ()
GetOldEnemyName[edit]
function string GetOldEnemyName ()
InitializeSkill[edit]
function InitializeSkill (float InSkill)
IsHunting[edit]
function bool IsHunting ()
IsStrafing[edit]
function bool IsStrafing ()
NearWall[edit]
NeedToTurn[edit]
function bool NeedToTurn (Object.Vector targ)
NotifyKilled[edit]
Overrides: Controller.NotifyKilled
Possess[edit]
function Possess (Pawn aPawn)
Overrides: Controller.Possess
ReceiveWarning[edit]
Overrides: Controller.ReceiveWarning
ResetSkill[edit]
function ResetSkill ()
Restart[edit]
function Restart ()
Overrides: Controller.Restart
SetCombatTimer[edit]
function SetCombatTimer ()
SetEnemy[edit]
SetEnemyInfo[edit]
function SetEnemyInfo (bool bNewEnemyVisible)
SetFall[edit]
function SetFall ()
Overrides: Controller.SetFall
SetMaxDesiredSpeed[edit]
function SetMaxDesiredSpeed ()
SetPeripheralVision[edit]
function SetPeripheralVision ()
ShouldStrafeTo[edit]
StopFiring[edit]
function StopFiring ()
Overrides: Controller.StopFiring
Stopped[edit]
function bool Stopped ()
StrafeFromDamage[edit]
TestDirection[edit]
TimedFireWeaponAtEnemy[edit]
function TimedFireWeaponAtEnemy ()
TryToDuck[edit]
TryToWalk[edit]
function TryToWalk ()
WaitForMover[edit]
function WaitForMover (Mover M)
Overrides: AIController.WaitForMover
WanderOrCamp[edit]
function WanderOrCamp (bool bMayCrouch)
WhatToDoNext[edit]
function WhatToDoNext (byte CallingByte)