I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX
UE2:U2NPCControllerAdvanced (U2XMP)
Object >> Actor >> Controller >> LicenseeController >> AIController >> U2NPCController >> U2NPCControllerScriptable >> U2NPCControllerShared >> U2NPCControllerBase >> U2NPCControllerBasic >> U2NPCControllerAdvanced |
- Package:
- U2AI
- Direct subclass:
- U2NPCControllerBot
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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]
Overrides: AIController.SwitchToBestWeapon
Events[edit]
Destroyed[edit]
Overrides: U2NPCControllerBasic.Destroyed
PostBeginPlay[edit]
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]
Overrides: CheckCurrentWeapon (global)
@AttackMeleeState.SelectBestWeapon[edit]
Overrides: SelectBestWeapon (global)
@FrozenState[edit]
Inherits from: U2NPCControllerBasic.@FrozenState
Ignores: EnemyInLeapRange, EnemyInMeleeRange, HearNoise, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther
@FrozenState.CheckCurrentWeapon[edit]
Overrides: CheckCurrentWeapon (global)
@FrozenState.SelectBestWeapon[edit]
Overrides: SelectBestWeapon (global)
@ScriptedDialogState[edit]
@ScriptedDialogState.CheckCurrentWeapon[edit]
Overrides: CheckCurrentWeapon (global)
@ScriptedDialogState.SelectBestWeapon[edit]
Overrides: SelectBestWeapon (global)
@ScriptedState[edit]
@ScriptedState.CheckCurrentWeapon[edit]
Overrides: CheckCurrentWeapon (global)
@ScriptedState.SelectBestWeapon[edit]
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
@WanderingState.SetOrders[edit]
Overrides: U2NPCControllerBasic.SetOrders (global)