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UE2:MonsterController states (UT2003)
Object >> Actor >> Controller >> AIController >> ScriptedController >> MonsterController (states) |
Contents
- 1 States
- 1.1 Charging
- 1.2 GameEnded
- 1.3 Hunting
- 1.4 MoveToGoal
- 1.5 MoveToGoalNoEnemy
- 1.6 MoveToGoalWithEnemy
- 1.7 NoGoal
- 1.8 RangedAttack
- 1.9 RestFormation
- 1.10 Roaming
- 1.11 StakeOut
- 1.12 TacticalMove
- 1.12.1 TacticalMove.BeginState
- 1.12.2 TacticalMove.EndState
- 1.12.3 TacticalMove.EnemyNotVisible
- 1.12.4 TacticalMove.NotifyHitWall
- 1.12.5 TacticalMove.Timer
- 1.12.6 TacticalMove.EngageDirection
- 1.12.7 TacticalMove.IsStrafing
- 1.12.8 TacticalMove.PawnIsInPain
- 1.12.9 TacticalMove.PickDestination
- 1.12.10 TacticalMove.ReceiveWarning
- 1.12.11 TacticalMove.SetFall
- 1.13 WaitForAnim
- 1.14 WaitingForLanding
- MonsterController states in other games:
- UT2004
- Other member categories for this class:
- instance functions
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States[edit]
Charging[edit]
Extends: MoveToGoalWithEnemy
Charging.EndState[edit]
Overrides: Object.EndState (global)
Charging.EnemyNotVisible[edit]
Overrides: Controller.EnemyNotVisible (global)
Charging.MayFall[edit]
Overrides: Controller.MayFall (global)
Charging.NotifyBump[edit]
Overrides: NotifyBump (global)
Charging.Timer[edit]
Overrides: MoveToGoalWithEnemy.Timer
Charging.NotifyTakeHit[edit]
Overrides: Controller.NotifyTakeHit (global)
Charging.StrafeFromDamage[edit]
Overrides: StrafeFromDamage (global)
Charging.TryStrafe[edit]
Charging.TryToDuck[edit]
Overrides: TryToDuck (global)
GameEnded[edit]
Inherits from: Controller.GameEnded
Ignores: Falling, HearNoise, HitWall, KilledBy, NotifyBump, NotifyHeadVolumeChange, NotifyPhysicsVolumeChange, ReceiveWarning, SeePlayer, TakeDamage
GameEnded.BeginState[edit]
Overrides: Controller.GameEnded.BeginState
GameEnded.Timer[edit]
Overrides: Actor.Timer (global)
Hunting[edit]
Extends: MoveToGoalWithEnemy
Hunting.EndState[edit]
Overrides: Object.EndState (global)
Hunting.MayFall[edit]
Overrides: Controller.MayFall (global)
Hunting.SeePlayer[edit]
Overrides: SeePlayer (global)
Hunting.Timer[edit]
Overrides: MoveToGoalWithEnemy.Timer
Hunting.FindViewSpot[edit]
Hunting.IsHunting[edit]
Overrides: IsHunting (global)
Hunting.PickDestination[edit]
MoveToGoal[edit]
MoveToGoal.Timer[edit]
Overrides: Actor.Timer (global)
MoveToGoalNoEnemy[edit]
Extends: MoveToGoal
MoveToGoalWithEnemy[edit]
Extends: MoveToGoal
MoveToGoalWithEnemy.Timer[edit]
Overrides: MoveToGoal.Timer
NoGoal[edit]
RangedAttack[edit]
Ignores: Bump, HearNoise, SeePlayer
RangedAttack.BeginState[edit]
Overrides: Object.BeginState (global)
RangedAttack.EnemyNotVisible[edit]
Overrides: Controller.EnemyNotVisible (global)
RangedAttack.Timer[edit]
Overrides: Actor.Timer (global)
RangedAttack.CancelCampFor[edit]
Overrides: CancelCampFor (global)
RangedAttack.DoRangedAttackOn[edit]
Overrides: DoRangedAttackOn (global)
RangedAttack.StopFiring[edit]
Overrides: StopFiring (global)
RangedAttack.Stopped[edit]
Overrides: Stopped (global)
RestFormation[edit]
Extends: NoGoal
RestFormation.BeginState[edit]
Overrides: Object.BeginState (global)
RestFormation.EndState[edit]
Overrides: Object.EndState (global)
RestFormation.MonitoredPawnAlert[edit]
Overrides: Controller.MonitoredPawnAlert (global)
RestFormation.Timer[edit]
Overrides: Actor.Timer (global)
RestFormation.CancelCampFor[edit]
Overrides: CancelCampFor (global)
RestFormation.Formation[edit]
Overrides: Formation (global)
RestFormation.PickDestination[edit]
Roaming[edit]
Extends: MoveToGoalNoEnemy
Roaming.MayFall[edit]
Overrides: Controller.MayFall (global)
StakeOut[edit]
StakeOut.BeginState[edit]
Overrides: Object.BeginState (global)
StakeOut.EndState[edit]
Overrides: Object.EndState (global)
StakeOut.SeePlayer[edit]
Overrides: SeePlayer (global)
StakeOut.Timer[edit]
Overrides: Actor.Timer (global)
StakeOut.AdjustAim[edit]
Overrides: AdjustAim (global)
StakeOut.CanAttack[edit]
Overrides: CanAttack (global)
StakeOut.DoStakeOut[edit]
Overrides: DoStakeOut (global)
StakeOut.FindNewStakeOutDir[edit]
StakeOut.NotifyTakeHit[edit]
Overrides: Controller.NotifyTakeHit (global)
StakeOut.SetFocus[edit]
StakeOut.Stopped[edit]
Overrides: Stopped (global)
TacticalMove[edit]
TacticalMove.BeginState[edit]
Overrides: Object.BeginState (global)
TacticalMove.EndState[edit]
Overrides: Object.EndState (global)
TacticalMove.EnemyNotVisible[edit]
Overrides: Controller.EnemyNotVisible (global)
TacticalMove.NotifyHitWall[edit]
Overrides: Controller.NotifyHitWall (global)
TacticalMove.Timer[edit]
Overrides: Actor.Timer (global)
TacticalMove.EngageDirection[edit]
TacticalMove.IsStrafing[edit]
Overrides: IsStrafing (global)
TacticalMove.PawnIsInPain[edit]
Overrides: Controller.PawnIsInPain (global)
TacticalMove.PickDestination[edit]
TacticalMove.ReceiveWarning[edit]
Overrides: ReceiveWarning (global)
TacticalMove.SetFall[edit]
Overrides: SetFall (global)
WaitForAnim[edit]
Ignores: Falling, HearNoise, HitWall, KilledBy, NotifyBump, NotifyHeadVolumeChange, NotifyPhysicsVolumeChange, ReceiveWarning, SeePlayer, TakeDamage
WaitForAnim.AnimEnd[edit]
Overrides: Actor.AnimEnd (global)
WaitingForLanding[edit]
WaitingForLanding.BeginState[edit]
Overrides: Object.BeginState (global)
WaitingForLanding.NotifyLanded[edit]
Overrides: NotifyLanded (global)
WaitingForLanding.Timer[edit]
Overrides: Actor.Timer (global)
WaitingForLanding.DoWaitForLanding[edit]
Overrides: DoWaitForLanding (global)