UE2:U2NPCControllerBaseOld (U2XMP)
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Object >> Actor >> Controller >> LicenseeController >> AIController >> U2NPCController >> U2NPCControllerScriptable >> U2NPCControllerShared >> U2NPCControllerBaseOld |
- Package:
- U2AIOld
- Direct subclasses:
- AtlantisControllerOld, U2NPCControllerAdvancedOld
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U2NPCControllerBaseOld.uc Created By: Steve Polge, Mike Fox Created On: 8/01/00 $Author: Mfox $ $Date: 12/17/02 8:33p $ $Revision: 56 $ NOTE (mdf): U2AIOld used for bot support only
Constants
AttackingState
Value: 'Attacking'
master attack state -- decide what to do
FallingState
Value: 'Falling'
falling
TakeHitState
Value: 'TakeHit'
ContinueWanderLabel
Value: 'ContinueWander'
FallSpecialLabel
Value: 'FallSpecial'
FallLongLabel
Value: 'FallLong'
FireWhileFallingLabel
Value: 'FallWhileFiring'
LandedLabel
Value: 'Landed'
PausingLabel
Value: 'Pausing'
PlayOutLabel
Value: 'PlayOut'
SplashLabel
Value: 'Splash'
TakeHitLabel
Value: 'TakeHit'
NonRangedFireTimerName
Value: 'NonRangedFireTimer'
HoldReachedDistance2D
Value: 16.0
HoldReachedDistanceSquared2D
Value: 256.0
MinMoveSpeedMultiplier
Value: 0.05
Properties
Aggressiveness
Type: float
0.0 to 1.0 ( typically )
Default value: 0.3
AmbushSpot
Type: AmbushPoint
current AmbushSpot if applicable
AttackNonRangedCheckRate
Type: float
rate at which to check for firing situation in attack states apart from ranged attack
Default value: 1.0
AttackNonRangedFailedRate
Type: float
inreased rate to use if check at AttackNonRangedCheckRate failed
Default value: 1.0
AttackReadyToAttackOdds
Type: float
!!mdf hack
Default value: 0.15
AttackStationaryStopTime
Type: float
bBigJump
Type: bool
bCamping
Type: bool
bCampOnlyOnce
Type: bool
bChangeDir
Type: bool
tactical move boolean
bClearShot
Type: bool
bDeviousHunting
Type: bool
if true, try to sneak up behind enemy when hunting
bFireFalling
Type: bool
bFiringPaused
Type: bool
!!mdf-tbd: pbly broken at this point...
bFrustrated
Type: bool
bGathering
Type: bool
bGoosedTimer
Type: bool
!!mdf hack
bInitLifeMessage
Type: bool
bIsPaused
Type: bool
is the script paused? (i.e. by dialog)
bKamikaze
Type: bool
bLeading
Type: bool
set when NPC attacking and has followers
BlockedPath
Type: NavigationPoint
bMustHunt
Type: bool
bNoShootDecor
Type: bool
set to true to prevent NPC from targetting a decoration 2x within Roaming state (cleared on entering Roaming state)
bReadyToAttack
Type: bool
can attack again
bSniping
Type: bool
mdf-tbd: approach changed in 777?
bStationary
Type: bool
if set NPC can only rotate/aim
bStayFreelance
Type: bool
in UT was used by assault to force bot to stay freelancing? Never true currently.
bStrafeDir
Type: bool
bTriedLastDetectedLocation
Type: bool
used with hunting state
bWantsToCamp
Type: bool
CampTime
Type: float
DefaultMeleeAttackState
Type: name
Default value: AttackMelee
HidingSpot
Type: Object.Vector
LastAttractCheck
Type: float
LastCampCheck
Type: float
LastInvFind
Type: float
LastPainAnim
Type: name
MaxHuntTime
Type: float
Default value: 30.0
MaxMoveToActorAttemptsRoaming
Type: int
Default value: 2
NextLabel
Type: name
NextState
Type: name
OldControllerEnemy
Type: Pawn
OldMoveTarget
Type: Actor
OrderGiver
Type: Object
Orders
Type: name
orders a bot is carrying out
OrdersObject
Type: Actor
object referred to by orders ( if applicable )
RealLastDetectedLocation
Type: Object.Vector
RefireDelay
Type: float
RoamTarget
Type: Actor
current goal actor for roaming state if applicable
TimeBetweenAttacks
Type: float
Default value: 0.6
Default values
Functions
Events
Destroyed
Overrides: U2NPCControllerScriptable.Destroyed
LongFall
Overrides: Controller.LongFall
Other instance functions
See U2NPCControllerBaseOld instance functions.