Gah - a solution with more questions. – EntropicLqd

UE2:U2DrakkBossController (U2XMP)

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Package: 
U2Pawns

U2DrakkBossController

Constants[edit]

ReturnToBaseState[edit]

Value: 'ReturnToBase'


SpinningDeathState[edit]

Value: 'SpinningDeath'


Properties[edit]

Property group 'U2DrakkBossController'[edit]

WingExplodeSound[edit]

Type: Sound


Default value: Sound'U2WeaponsA.Dispersion.DP_PoweredUpExplode'

Internal variables[edit]

bAttached[edit]

Type: bool


bElectricActive[edit]

Type: bool


bPreventDamage[edit]

Type: bool


DamageEffect[edit]

Type: ParticleRadiator


ElectricDistance[edit]

Type: float


Default value: 512.0

HomeActor[edit]

Type: Actor


LiteBriteTimer[edit]

Type: float


LowerPawn[edit]

Type: U2DrakkBoss


SpinningTimer[edit]

Type: float


UpperLeftElectric[edit]

Type: ElectricGenerator


UpperRightElectric[edit]

Type: ElectricGenerator


WingBoneDisabled[edit]

Type: int


Default values[edit]

Property Value
DefaultState Frozen

Functions[edit]

Events[edit]

Destroyed[edit]

event Destroyed ()

Overrides: U2NPCControllerBasic.Destroyed


Other instance functions[edit]

CheckWingDamage[edit]

function CheckWingDamage (int Index, name InputName, string BoneName, Pawn Instigator)


ConstructElectric[edit]

private final simulated function ElectricGenerator ConstructElectric (string BoneName, bool bChargeEffect)


DrkbcAttach[edit]

function DrkbcAttach (U2DrakkBossUpper InUpperPawn, bool InAttached)


DrkbcEnableEnemyDetection[edit]

function DrkbcEnableEnemyDetection (bool bEnable)


DrkbcTick[edit]

function DrkbcTick (float DeltaTime)


EnemyAcquired[edit]

function EnemyAcquired ()

Overrides: U2NPCControllerBasic.EnemyAcquired


eventBumpFriend[edit]

function eventBumpFriend (Pawn Other)

Overrides: U2NPCControllerShared.eventBumpFriend


eventTakeDamage[edit]

function eventTakeDamage (int Damage, Pawn Instigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType)

Overrides: U2NPCControllerBasic.eventTakeDamage


InitEffects[edit]

private final simulated function InitEffects ()


Possess[edit]

function Possess (Pawn P)

Overrides: U2NPCControllerBasic.Possess


ShutdownEffects[edit]

private final simulated function ShutdownEffects ()


UpdateElectric[edit]

simulated function UpdateElectric (ElectricGenerator E, bool bWingDisabled)


States[edit]

@FrozenState[edit]

Inherits from: U2NPCControllerBasic.@FrozenState

Ignores: EnemyNotVisible, SeeAlertFriend, SeeFriend, SeeOther

@FrozenState.BeginState[edit]

event BeginState ()

Overrides: U2NPCControllerBasic.@FrozenState.BeginState


@FrozenState.EndState[edit]

event EndState ()

Overrides: U2NPCControllerBasic.@FrozenState.EndState


@FrozenState.EnemyRangeTransition[edit]

event EnemyRangeTransition (float Distance)

Overrides: Controller.EnemyRangeTransition (global)


@FrozenState.eventBumpEnemy[edit]

function eventBumpEnemy (Pawn Other)

Overrides: U2NPCControllerBase.@CantMoveState.eventBumpEnemy


@FrozenState.eventTookDamage[edit]

function eventTookDamage (int Damage, Pawn Instigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType)

Overrides: U2NPCControllerBase.eventTookDamage (global)


@FrozenState.IsMobile[edit]

function bool IsMobile ()

Overrides: U2NPCControllerBase.@CantMoveState.IsMobile


@ReturnToBaseState[edit]

Extends: U2NPCControllerBase.@MoveToGoalBaseState

Ignores: EnemyNotVisible, HearNoise, NotifyBump, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther

@ReturnToBaseState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@ReturnToBaseState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@ReturnToBaseState.EnemyAcquired[edit]

function EnemyAcquired ()

Overrides: EnemyAcquired (global)


@ReturnToBaseState.NotifyUpperNeedsRecharge[edit]

function NotifyUpperNeedsRecharge ()


@ReturnToBaseState.PickDestination[edit]

function PickDestination ()


@SpinningDeathState[edit]

Ignores: EnemyAcquired, EnemyNotVisible, HearNoise, NotifyBump, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther

@SpinningDeathState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@SpinningDeathState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@SpinningDeathState.Tick[edit]

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)