I love the smell of UnrealEd crashing in the morning. – tarquin

UE2:ProximitySensorController (U2XMP)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
Package: 
U2XMP
Direct subclass:
AutoTurretController
This class in other games:
U2

ProximitySensorController.uc Created by: Sam Brown Created on: 4/22/2002 $Author: Mfox $ $Date: 12/16/02 5:47p $ $Revision: 19 $

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 Instigator)


NotifyDeployed[edit]

function NotifyDeployed ()


Possess[edit]

function Possess (Pawn P)

Overrides: LicenseeController.Possess


SetTargetingEffect[edit]

function SetTargetingEffect (int TrackLevel)


States[edit]

@ActionState[edit]

Extends: @TrackingTargetState

Ignores: SeeEnemy

@ActionState.BeginState[edit]

event BeginState ()

Overrides: @TrackingTargetState.BeginState


@ActionState.EndState[edit]

event EndState ()

Overrides: @TrackingTargetState.EndState


@ActionState.PerformAction[edit]

function PerformAction ()


@ActionState.StopAction[edit]

function StopAction ()


@ActiveState[edit]

Inherits from: StationaryPawnController.@ActiveState

Modifiers: auto

@ActiveState.SeeEnemy[edit]

event SeeEnemy (Pawn Seen)

Overrides: Controller.SeeEnemy (global)


@DeactivatedState[edit]

Ignores: SeeEnemy

@DeactivatedState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@ScanningState[edit]

@ScanningState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@ScanningState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@ScanningState.SeeEnemy[edit]

event SeeEnemy (Pawn Seen)

Overrides: Controller.SeeEnemy (global)


@TrackingTargetState[edit]

Ignores: SeeEnemy

@TrackingTargetState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@TrackingTargetState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@TrackingTargetState.EnemyInvalid[edit]

event EnemyInvalid ()

Overrides: Controller.EnemyInvalid (global)


@TrackingTargetState.EnemyNotVisible[edit]

event EnemyNotVisible ()

Overrides: Controller.EnemyNotVisible (global)


@TrackingTargetState.EnemyRangeTransition[edit]

event EnemyRangeTransition (float Distance)

Overrides: Controller.EnemyRangeTransition (global)


@TrackingTargetState.Tick[edit]

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick (global)