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UE2:MonsterController instance functions (UT2003)

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UT2003 Object >> Actor >> Controller >> AIController >> ScriptedController >> MonsterController (instance functions)
MonsterController instance functions in other games:
UT2004
Other member categories for this class:
states

Instance functions

AdjustAim

function Object.Rotator AdjustAim (Ammunition FiredAmmunition, Object.Vector projStart, int aimerror)

Overrides: ScriptedController.AdjustAim


AdjustAimError

function float AdjustAimError (float aimerror, float TargetDist, bool bDefendMelee, bool bInstantProj, bool bLeadTargetNow)


AdjustAround

function bool AdjustAround (Pawn Other)


CanAttack

function bool CanAttack (Actor Other)


CancelCampFor

function CancelCampFor (Controller C)


Celebrate

function Celebrate ()


ChangeEnemy

function ChangeEnemy (Pawn NewEnemy, bool bCanSeeNewEnemy)


CheckFutureSight

function bool CheckFutureSight (float deltatime)

Overrides: Controller.CheckFutureSight


CheckIfShouldCrouch

function CheckIfShouldCrouch (Object.Vector StartPosition, Object.Vector TargetPosition, float probability)


ChooseAttackMode

function ChooseAttackMode ()


ClearShot

function bool ClearShot (Object.Vector TargetLoc, bool bImmediateFire)


DamageAttitudeTo

function DamageAttitudeTo (Pawn Other, float Damage)

Overrides: Controller.damageAttitudeTo


DefendMelee

function bool DefendMelee (float Dist)


DirectedWander

function DirectedWander (Object.Vector WanderDir)


DisplayDebug

function DisplayDebug (Canvas Canvas, out float YL, out float YPos)

Overrides: AIController.DisplayDebug


DoCharge

function DoCharge ()


DoRangedAttackOn

function DoRangedAttackOn (Actor A)


DoStakeOut

function DoStakeOut ()


DoTacticalMove

function DoTacticalMove ()


DoWaitForLanding

function bool DoWaitForLanding ()


EnemyChanged

function EnemyChanged (bool bNewEnemyVisible)


EnemyVisible

function bool EnemyVisible ()


ExecuteWhatToDoNext

function ExecuteWhatToDoNext ()


FaceActor

function Actor FaceActor (float StrafingModifier)


FaceMoveTarget

function Actor FaceMoveTarget ()


FearThisSpot

function FearThisSpot (AvoidMarker aSpot)

Overrides: Controller.FearThisSpot


FightEnemy

function FightEnemy (bool bCanCharge)


FindBestPathToward

function bool FindBestPathToward (Actor A, bool bCheckedReach, bool bAllowDetour)


FindNewEnemy

function bool FindNewEnemy ()


FindRoamDest

function bool FindRoamDest ()


FireWeaponAt

function bool FireWeaponAt (Actor A)

Overrides: Controller.FireWeaponAt


Formation

function bool Formation ()


GetEnemyName

function string GetEnemyName ()


GetOldEnemyName

function string GetOldEnemyName ()


InitializeSkill

function InitializeSkill (float InSkill)


IsHunting

function bool IsHunting ()


IsStrafing

function bool IsStrafing ()


NearWall

function bool NearWall (float walldist)


NeedToTurn

function bool NeedToTurn (Object.Vector targ)


NotifyKilled

function NotifyKilled (Controller Killer, Controller Killed, Pawn KilledPawn)

Overrides: Controller.NotifyKilled


Possess

function Possess (Pawn aPawn)

Overrides: Controller.Possess


ReceiveWarning

function ReceiveWarning (Pawn shooter, float projSpeed, Object.Vector FireDir)

Overrides: Controller.ReceiveWarning


ResetSkill

function ResetSkill ()


Restart

function Restart ()

Overrides: Controller.Restart


SetCombatTimer

function SetCombatTimer ()


SetEnemy

function bool SetEnemy (Pawn NewEnemy, optional bool bHateMonster)


SetEnemyInfo

function SetEnemyInfo (bool bNewEnemyVisible)


SetFall

function SetFall ()

Overrides: Controller.SetFall


SetMaxDesiredSpeed

function SetMaxDesiredSpeed ()


SetPeripheralVision

function SetPeripheralVision ()


ShouldStrafeTo

function bool ShouldStrafeTo (Actor WayPoint)


StopFiring

function StopFiring ()

Overrides: Controller.StopFiring


Stopped

function bool Stopped ()


StrafeFromDamage

function bool StrafeFromDamage (float Damage, class<DamageTypeDamageType, bool bFindDest)


TestDirection

function bool TestDirection (Object.Vector dir, out Object.Vector pick)


TimedFireWeaponAtEnemy

function TimedFireWeaponAtEnemy ()


TryToDuck

function bool TryToDuck (Object.Vector duckDir, bool bReversed)


TryToWalk

function TryToWalk ()


WaitForMover

function WaitForMover (Mover M)

Overrides: AIController.WaitForMover


WanderOrCamp

function WanderOrCamp (bool bMayCrouch)


WhatToDoNext

function WhatToDoNext (byte CallingByte)