I'm a doctor, not a mechanic

UE2:ProximitySensorController (U2)

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Package: 
Deployables
Direct subclass:
TurretController
This class in other games:
U2XMP

null

Constants[edit]

ScanningState[edit]

Value: 'Scanning'


TrackingTargetState[edit]

Value: 'TrackingTarget'


ActionState[edit]

Value: 'Action'


DeactivatedState[edit]

Value: 'Deactivated'


BeginLabel[edit]

Value: 'Begin'


ActionLabel[edit]

Value: 'Action'


TL_Off[edit]

Value: 0


TL_Scanning[edit]

Value: 1


TL_Tracking[edit]

Value: 2


TL_LockedOn[edit]

Value: 3


Properties[edit]

CheckFOVRate[edit]

Type: float


Default value: 0.5

NextCheckFOVTime[edit]

Type: float


PS[edit]

Type: ProximitySensor


Instance functions[edit]

Activate[edit]

function Activate ()


CanPerformAction[edit]

function bool CanPerformAction ()


DeActivate[edit]

function DeActivate ()


GetTrackingRange[edit]

function float GetTrackingRange ()


HandleEnemyLost[edit]

function HandleEnemyLost ()


InVisibilityCone[edit]

function bool InVisibilityCone (Pawn Other)


NotifyDeployed[edit]

function NotifyDeployed ()


Possess[edit]

function Possess (Pawn P)

Overrides: Controller.Possess


SetTargetingEffect[edit]

function SetTargetingEffect (int TrackLevel)


ValidEnemy[edit]

function bool ValidEnemy (Pawn Enemy)


States[edit]

Action[edit]

Extends: TrackingTarget

Ignores: SeeEnemy

Action.BeginState[edit]

event BeginState ()

Overrides: TrackingTarget.BeginState


Action.EndState[edit]

event EndState ()

Overrides: TrackingTarget.EndState


Action.PerformAction[edit]

function PerformAction ()


Action.StopAction[edit]

function StopAction ()


Active[edit]

Inherits from: StationaryPawnController.Active

Modifiers: auto

Active.SeeEnemy[edit]

event SeeEnemy (Pawn Seen)

Overrides: Controller.SeeEnemy (global)


Deactivated[edit]

Ignores: SeeEnemy

Deactivated.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Scanning[edit]

Scanning.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Scanning.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


Scanning.SeeEnemy[edit]

event SeeEnemy (Pawn Seen)

Overrides: Controller.SeeEnemy (global)


TrackingTarget[edit]

Ignores: SeeEnemy

TrackingTarget.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


TrackingTarget.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


TrackingTarget.EnemyInvalid[edit]

event EnemyInvalid ()

Overrides: Controller.EnemyInvalid (global)


TrackingTarget.EnemyNotVisible[edit]

event EnemyNotVisible ()

Overrides: Controller.EnemyNotVisible (global)


TrackingTarget.Tick[edit]

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)