Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

UE2:U2NPCControllerAdvanced (U2XMP)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
Package: 
U2AI
Direct subclass:
U2NPCControllerBot

U2NPCControllerAdvanced.uc Created By: Mike Fox Created On: 8/01/00 $Author: Mfox $ $Date: 12/17/02 1:06p $ $Revision: 50 $

Constants[edit]

CheckCurrentWeaponTimerName[edit]

Value: 'CheckCurrentWeaponTimer'


SelectBestWeaponTimerName[edit]

Value: 'SelectBestWeaponTimer'


ReloadSkillDumb[edit]

Value: 0.00

<= never checks if good time to reload

ReloadSkillSmart[edit]

Value: 0.50

>= always checks if good time to reload

MaxCheckReloadDelay[edit]

Value: 10.0

max time between checking reloads for [dumb..smart]

Properties[edit]

LastWeaponSwitchTime[edit]

Type: float


NextCheckReloadTime[edit]

Type: float


NumWeapons[edit]

Type: int

Modifiers: protected


RateBestWeaponChecks[edit]

Type: float


Default value: 10.0

RateBestWeaponChecksEnemy[edit]

Type: float


Default value: 2.0

RateBestWeaponChecksEnemySpread[edit]

Type: float


Default value: 1.0

RateBestWeaponChecksSpread[edit]

Type: float


Default value: 2.0

RateCurrentWeaponChecks[edit]

Type: float


Default value: 2.0

Default values[edit]

Property Value
CosMinFacingTargetAngle 0.984

Functions[edit]

Exec functions[edit]

SwitchToBestWeapon[edit]

exec function bool SwitchToBestWeapon (optional out float Rating, optional out byte bUseAltMode)

Overrides: AIController.SwitchToBestWeapon


Events[edit]

Destroyed[edit]

event Destroyed ()

Overrides: U2NPCControllerBasic.Destroyed


PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: LicenseeController.PostBeginPlay


Other instance functions[edit]

See U2NPCControllerAdvanced instance functions.

States[edit]

@AttackMeleeState[edit]

Inherits from: U2NPCControllerBasic.@AttackMeleeState

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

@AttackMeleeState.CheckCurrentWeapon[edit]

function CheckCurrentWeapon ()

Overrides: CheckCurrentWeapon (global)


@AttackMeleeState.SelectBestWeapon[edit]

function SelectBestWeapon ()

Overrides: SelectBestWeapon (global)


@FrozenState[edit]

Inherits from: U2NPCControllerBasic.@FrozenState

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

@FrozenState.CheckCurrentWeapon[edit]

function CheckCurrentWeapon ()

Overrides: CheckCurrentWeapon (global)


@FrozenState.SelectBestWeapon[edit]

function SelectBestWeapon ()

Overrides: SelectBestWeapon (global)


@ScriptedDialogState[edit]

@ScriptedDialogState.CheckCurrentWeapon[edit]

function CheckCurrentWeapon ()

Overrides: CheckCurrentWeapon (global)


@ScriptedDialogState.SelectBestWeapon[edit]

function SelectBestWeapon ()

Overrides: SelectBestWeapon (global)


@ScriptedState[edit]

@ScriptedState.CheckCurrentWeapon[edit]

function CheckCurrentWeapon ()

Overrides: CheckCurrentWeapon (global)


@ScriptedState.SelectBestWeapon[edit]

function SelectBestWeapon ()

Overrides: SelectBestWeapon (global)


@WanderingPanicState[edit]

Inherits from: U2NPCControllerBasic.@WanderingPanicState

Ignores: BeginFalling, EnemyInLeapRange, EnemyInMeleeRange, EnemyNotVisible, HearNoise, NotifyBump, NotifyHitWall, NotifyLanded, @WanderingState.SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther

@WanderingState[edit]

Inherits from: U2NPCControllerBasic.@WanderingState

Ignores: EnemyNotVisible

@WanderingState.SetOrders[edit]

function bool SetOrders (optional name NewOrders, optional Actor NewOrdersObject, optional float NewOrdersThreshold, optional Object NewOrderGiver, optional bool bAcknowledge)

Overrides: U2NPCControllerBasic.SetOrders (global)