My program doesn't have bugs. It just develops random features.

UE2:U2DrakkDroidController (U2XMP)

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Package: 
U2Pawns

U2DrakkDroidController

Constants[edit]

DroidBuildState[edit]

Value: 'DroidBuild'


DroidWaitState[edit]

Value: 'DroidWait'


DroidHuntState[edit]

Value: 'DroidHunt'


DroidRepairState[edit]

Value: 'DroidRepair'


DroidHomeState[edit]

Value: 'DroidHome'


Properties[edit]

Droid[edit]

Type: U2DrakkDroid


GlowBall[edit]

Type: ParticleGenerator


ServicePawn[edit]

Type: Pawn


Default values[edit]

Property Value
DefaultState DroidWait

Instance functions[edit]

DroidService[edit]

function DroidService (Pawn InPawn)


DroidUpdateAnimation[edit]

function DroidUpdateAnimation (float DeltaTime)


FilterInvalidPawn[edit]

function bool FilterInvalidPawn (Pawn P)


HandleSetMoveTargetError[edit]

function U2NPCControllerShared.EMoveType HandleSetMoveTargetError (Actor GoalActor, float GoalDistance)

Overrides: U2NPCControllerShared.HandleSetMoveTargetError


NavigationError[edit]

function NavigationError (U2Pawn.EErrorType ErrorType, string ErrorMessage)

Overrides: U2NPCController.NavigationError


NotifyTakeHit[edit]

function NotifyTakeHit (Pawn InstigatedBy, Object.Vector HitLocation, int Damage, class<DamageTypeDamageType, Object.Vector Momentum)

Overrides: Controller.NotifyTakeHit


PlayHit[edit]

function PlayHit ()


States[edit]

@DroidBuildState[edit]

Ignores: EnemyAcquired, EnemyNotVisible, HearNoise, NotifyBump

@DroidBuildState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@DroidBuildState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@DroidBuildState.Tick[edit]

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


@DroidBuildState.GetRebuildTime[edit]

function float GetRebuildTime ()


@DroidHomeState[edit]

Extends: U2NPCControllerBase.@MoveToGoalBaseState

Ignores: EnemyAcquired, EnemyNotVisible, HearNoise, NotifyBump

@DroidHomeState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@DroidHomeState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@DroidHuntState[edit]

Extends: U2NPCControllerBase.@MoveToGoalBaseState

Ignores: EnemyAcquired, EnemyNotVisible, HearNoise, NotifyBump

@DroidHuntState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@DroidHuntState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@DroidRepairState[edit]

Ignores: EnemyAcquired, EnemyNotVisible, HearNoise, NotifyBump

@DroidRepairState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@DroidRepairState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@DroidWaitState[edit]

Ignores: EnemyAcquired, EnemyNotVisible, HearNoise, NotifyBump

@DroidWaitState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)