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UE2:MonsterController instance functions (UT2004)
From Unreal Wiki, The Unreal Engine Documentation Site
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 GameHasEnded
- 1.34 GetEnemyName
- 1.35 GetOldEnemyName
- 1.36 InitializeSkill
- 1.37 IsHunting
- 1.38 IsStrafing
- 1.39 NearWall
- 1.40 NeedToTurn
- 1.41 NotifyKilled
- 1.42 Possess
- 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:
- UT2003
- 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
AdjustAim
function Object.Rotator AdjustAim (Actor.FireProperties FiredAmmunition, Object.Vector projStart, int aimerror)
Overrides: ScriptedController.AdjustAim
AdjustAimError
function float AdjustAimError (float aimerror, float TargetDist, bool bDefendMelee, bool bInstantProj, bool bLeadTargetNow)
AdjustAround
CanAttack
CancelCampFor
function CancelCampFor (Controller C)
Celebrate
function Celebrate ()
ChangeEnemy
CheckFutureSight
Overrides: Controller.CheckFutureSight
CheckIfShouldCrouch
function CheckIfShouldCrouch (Object.Vector StartPosition, Object.Vector TargetPosition, float probability)
ChooseAttackMode
function ChooseAttackMode ()
ClearShot
DamageAttitudeTo
Overrides: Controller.damageAttitudeTo
DefendMelee
DirectedWander
function DirectedWander (Object.Vector WanderDir)
DisplayDebug
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
FaceMoveTarget
function Actor FaceMoveTarget ()
FearThisSpot
function FearThisSpot (AvoidMarker aSpot)
Overrides: Controller.FearThisSpot
FightEnemy
function FightEnemy (bool bCanCharge)
FindBestPathToward
FindNewEnemy
function bool FindNewEnemy ()
FindRoamDest
function bool FindRoamDest ()
FireWeaponAt
Overrides: Controller.FireWeaponAt
Formation
function bool Formation ()
GameHasEnded
function GameHasEnded ()
Overrides: Controller.GameHasEnded
GetEnemyName
function string GetEnemyName ()
GetOldEnemyName
function string GetOldEnemyName ()
InitializeSkill
function InitializeSkill (float InSkill)
IsHunting
function bool IsHunting ()
IsStrafing
function bool IsStrafing ()
NearWall
NeedToTurn
function bool NeedToTurn (Object.Vector targ)
NotifyKilled
Overrides: Controller.NotifyKilled
Possess
function Possess (Pawn aPawn)
Overrides: Controller.Possess
ResetSkill
function ResetSkill ()
Restart
function Restart ()
Overrides: Controller.Restart
SetCombatTimer
function SetCombatTimer ()
SetEnemy
SetEnemyInfo
function SetEnemyInfo (bool bNewEnemyVisible)
SetFall
function SetFall ()
Overrides: Controller.SetFall
SetMaxDesiredSpeed
function SetMaxDesiredSpeed ()
SetPeripheralVision
function SetPeripheralVision ()
ShouldStrafeTo
StopFiring
function StopFiring ()
Overrides: Controller.StopFiring
Stopped
function bool Stopped ()
StrafeFromDamage
TestDirection
TimedFireWeaponAtEnemy
function TimedFireWeaponAtEnemy ()
TryToDuck
TryToWalk
function TryToWalk ()
WaitForMover
function WaitForMover (Mover M)
Overrides: AIController.WaitForMover
WanderOrCamp
function WanderOrCamp (bool bMayCrouch)
WhatToDoNext
function WhatToDoNext (byte CallingByte)