I love the smell of UnrealEd crashing in the morning. – tarquin
UE2:U2NPCControllerBaseOld (U2XMP)
Object >> Actor >> Controller >> LicenseeController >> AIController >> U2NPCController >> U2NPCControllerScriptable >> U2NPCControllerShared >> U2NPCControllerBaseOld |
Contents
- 1 Constants
- 1.1 AttackingState
- 1.2 FallingState
- 1.3 TakeHitState
- 1.4 ContinueWanderLabel
- 1.5 FallSpecialLabel
- 1.6 FallLongLabel
- 1.7 FireWhileFallingLabel
- 1.8 LandedLabel
- 1.9 PausingLabel
- 1.10 PlayOutLabel
- 1.11 SplashLabel
- 1.12 TakeHitLabel
- 1.13 NonRangedFireTimerName
- 1.14 HoldReachedDistance2D
- 1.15 HoldReachedDistanceSquared2D
- 1.16 MinMoveSpeedMultiplier
- 2 Properties
- 2.1 Aggressiveness
- 2.2 AmbushSpot
- 2.3 AttackNonRangedCheckRate
- 2.4 AttackNonRangedFailedRate
- 2.5 AttackReadyToAttackOdds
- 2.6 AttackStationaryStopTime
- 2.7 bBigJump
- 2.8 bCamping
- 2.9 bCampOnlyOnce
- 2.10 bChangeDir
- 2.11 bClearShot
- 2.12 bDeviousHunting
- 2.13 bFireFalling
- 2.14 bFiringPaused
- 2.15 bFrustrated
- 2.16 bGathering
- 2.17 bGoosedTimer
- 2.18 bInitLifeMessage
- 2.19 bIsPaused
- 2.20 bKamikaze
- 2.21 bLeading
- 2.22 BlockedPath
- 2.23 bMustHunt
- 2.24 bNoShootDecor
- 2.25 bReadyToAttack
- 2.26 bSniping
- 2.27 bStationary
- 2.28 bStayFreelance
- 2.29 bStrafeDir
- 2.30 bTriedLastDetectedLocation
- 2.31 bWantsToCamp
- 2.32 CampTime
- 2.33 DefaultMeleeAttackState
- 2.34 HidingSpot
- 2.35 LastAttractCheck
- 2.36 LastCampCheck
- 2.37 LastInvFind
- 2.38 LastPainAnim
- 2.39 MaxHuntTime
- 2.40 MaxMoveToActorAttemptsRoaming
- 2.41 NextLabel
- 2.42 NextState
- 2.43 OldControllerEnemy
- 2.44 OldMoveTarget
- 2.45 OrderGiver
- 2.46 Orders
- 2.47 OrdersObject
- 2.48 RealLastDetectedLocation
- 2.49 RefireDelay
- 2.50 RoamTarget
- 2.51 TimeBetweenAttacks
- 2.52 Default values
- 3 Functions
- 4 States
- 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.