Mostly Harmless

UE2:U2AraknidControllerHeavy (U2XMP)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
Package: 
U2Pawns

U2AraknidControllerHeavy.

Constants[edit]

SpinAttackLabel[edit]

Value: 'SpinAttackLabel'


Properties[edit]

bSpinning[edit]

Type: bool


U2AH[edit]

Type: U2AraknidHeavy

shortcut to the araknid pawn

Instance functions[edit]

CanAttemptLeapAttack[edit]

function bool CanAttemptLeapAttack ()

Overrides: U2NPCControllerBasic.CanAttemptLeapAttack


CanFire[edit]

function bool CanFire (bool bTest)

Overrides: U2NPCControllerBasic.CanFire


CanFirePods[edit]

function bool CanFirePods ()


CanFireShockwave[edit]

function bool CanFireShockwave ()


CanFireSperm[edit]

function bool CanFireSperm ()


FirePods[edit]

function FirePods ()


FireShockwave[edit]

function FireShockwave ()


FireShot[edit]

function FireShot (byte bUseAltMode)

Overrides: U2NPCControllerBasic.FireShot


FireSperm[edit]

function FireSperm ()


NumTeammatesWithinLimits[edit]

function bool NumTeammatesWithinLimits (optional float Radius)


Possess[edit]

function Possess (Pawn P)

Overrides: U2NPCControllerBasic.Possess


SpecialDeathHandling[edit]

function SpecialDeathHandling (Pawn KilledPawn)

Overrides: U2NPCControllerBasic.SpecialDeathHandling


States[edit]

@AttackFallbackState[edit]

@AttackFallbackState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@AttackFallbackState.AdjustAim[edit]

function bool AdjustAim (class<ProjectileProjectileClass, float ProjSpeed, Object.Vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash)

Overrides: U2NPCControllerShared.AdjustAim (global)


@AttackFallbackState.CanFire[edit]

function bool CanFire (bool bTest)

Overrides: U2NPCControllerBasic.@AttackFallbackState.CanFire


@AttackFallbackState.CanFireShockwave[edit]

function bool CanFireShockwave ()

Overrides: CanFireShockwave (global)


@AttackFallbackState.DoSpinAttack[edit]

function DoSpinAttack ()


@AttackFallbackState.FireShot[edit]

function FireShot (byte bUseAltMode)

Overrides: FireShot (global)


@AttackFallbackState.GetFinalDestinationActor[edit]

function Actor GetFinalDestinationActor ()

Overrides: U2NPCControllerBasic.@AttackFallbackState.GetFinalDestinationActor


@AttackFallbackState.HandleReachedOrdersObject[edit]

function HandleReachedOrdersObject ()

Overrides: U2NPCControllerBasic.@AttackFallbackState.HandleReachedOrdersObject


@AttackFallbackState.StartSpinning[edit]

function StartSpinning ()


@AttackFallbackState.StopSpinning[edit]

function StopSpinning ()


@AttackLeapState[edit]

Inherits from: U2NPCControllerBasic.@AttackLeapState

Ignores: EnemyInLeapRange, EnemyInMeleeRange, HearNoise, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther

@AttackLeapState.CanFire[edit]

function bool CanFire (bool bTest)

Overrides: U2NPCControllerBasic.@AttackLeapState.CanFire


@AttackLeapState.FinishedLeap[edit]

function FinishedLeap ()

Overrides: U2NPCControllerBasic.@AttackLeapState.FinishedLeap


@AttackStationaryState[edit]

Inherits from: U2NPCControllerBasic.@AttackStationaryState

Ignores: HearNoise, NotifyBump, SeeAlertFriend, SeeFriend, SeeOther

@AttackStationaryState.AdjustAim[edit]

function bool AdjustAim (class<ProjectileProjectileClass, float ProjSpeed, Object.Vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash)

Overrides: U2NPCControllerShared.AdjustAim (global)


@AttackStationaryState.CanFireShockwave[edit]

function bool CanFireShockwave ()

Overrides: CanFireShockwave (global)


@AttackStationaryState.eventEnemyNotVisible[edit]

function eventEnemyNotVisible ()

Overrides: U2NPCControllerBasic.@AttackStationaryState.eventEnemyNotVisible


@AttackStationaryState.ShouldAbortState[edit]

function bool ShouldAbortState ()

Overrides: U2NPCControllerBasic.@AttackStationaryState.ShouldAbortState