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

UE2:U2NPCControllerAdvanced (U2XMP)

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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

CheckCurrentWeaponTimerName

Value: 'CheckCurrentWeaponTimer'


SelectBestWeaponTimerName

Value: 'SelectBestWeaponTimer'


ReloadSkillDumb

Value: 0.00

<= never checks if good time to reload

ReloadSkillSmart

Value: 0.50

>= always checks if good time to reload

MaxCheckReloadDelay

Value: 10.0

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

Properties

LastWeaponSwitchTime

Type: float


NextCheckReloadTime

Type: float


NumWeapons

Type: int

Modifiers: protected


RateBestWeaponChecks

Type: float


Default value: 10.0

RateBestWeaponChecksEnemy

Type: float


Default value: 2.0

RateBestWeaponChecksEnemySpread

Type: float


Default value: 1.0

RateBestWeaponChecksSpread

Type: float


Default value: 2.0

RateCurrentWeaponChecks

Type: float


Default value: 2.0

Default values

Property Value
CosMinFacingTargetAngle 0.984

Functions

Exec functions

SwitchToBestWeapon

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

Overrides: AIController.SwitchToBestWeapon


Events

Destroyed

event Destroyed ()

Overrides: U2NPCControllerBasic.Destroyed


PostBeginPlay

event PostBeginPlay ()

Overrides: LicenseeController.PostBeginPlay


Other instance functions

See U2NPCControllerAdvanced instance functions.

States

@AttackMeleeState

Inherits from: U2NPCControllerBasic.@AttackMeleeState

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

@AttackMeleeState.CheckCurrentWeapon

function CheckCurrentWeapon ()

Overrides: CheckCurrentWeapon (global)


@AttackMeleeState.SelectBestWeapon

function SelectBestWeapon ()

Overrides: SelectBestWeapon (global)


@FrozenState

Inherits from: U2NPCControllerBasic.@FrozenState

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

@FrozenState.CheckCurrentWeapon

function CheckCurrentWeapon ()

Overrides: CheckCurrentWeapon (global)


@FrozenState.SelectBestWeapon

function SelectBestWeapon ()

Overrides: SelectBestWeapon (global)


@ScriptedDialogState

@ScriptedDialogState.CheckCurrentWeapon

function CheckCurrentWeapon ()

Overrides: CheckCurrentWeapon (global)


@ScriptedDialogState.SelectBestWeapon

function SelectBestWeapon ()

Overrides: SelectBestWeapon (global)


@ScriptedState

@ScriptedState.CheckCurrentWeapon

function CheckCurrentWeapon ()

Overrides: CheckCurrentWeapon (global)


@ScriptedState.SelectBestWeapon

function SelectBestWeapon ()

Overrides: SelectBestWeapon (global)


@WanderingPanicState

Inherits from: U2NPCControllerBasic.@WanderingPanicState

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

@WanderingState

Inherits from: U2NPCControllerBasic.@WanderingState

Ignores: EnemyNotVisible

@WanderingState.SetOrders

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

Overrides: U2NPCControllerBasic.SetOrders (global)