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UE2:U2NPCControllerBaseOld (U2XMP)

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Package: 
U2AIOld
Direct subclasses:
AtlantisControllerOld, U2NPCControllerAdvancedOld

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

Property Value
CrouchingMoveSpeedMultiplier 1.0
DefaultScriptControllerClass Class'U2AI.ScriptControllerInterf'
DefaultState Roaming
FovAngle 85.0
PlayerReplicationInfoClass None
ProneMoveSpeedMultiplier 1.0
RemoteRole ROLE_None
ScriptedScriptControllerClass Class'U2AI.ScriptControllerBase'
StandingMoveSpeedMultiplier 1.0

Functions

Events

Destroyed

event Destroyed ()

Overrides: U2NPCControllerScriptable.Destroyed


LongFall

event LongFall ()

Overrides: Controller.LongFall


Other instance functions

See U2NPCControllerBaseOld instance functions.

States

See U2NPCControllerBaseOld states.