Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

UE2:U2NPCControllerBaseOld states (U2XMP)

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Contents

;Other member categories for this class::instance functions

States[edit]

@AcquisitionState[edit]

Ignores: BeginFalling, NotifyLanded

@AcquisitionState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@AcquisitionState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@AcquisitionState.eventBumpEnemy[edit]

function eventBumpEnemy (Pawn Other)

Overrides: U2NPCControllerShared.eventBumpEnemy (global)


@AcquisitionState.eventHearNoiseThreat[edit]

singular function eventHearNoiseThreat (float Loudness, Actor NoiseMaker)

Overrides: U2NPCControllerShared.eventHearNoiseThreat (global)


@AcquisitionState.eventSeeEnemy[edit]

function eventSeeEnemy (Pawn Seen)

Overrides: U2NPCControllerShared.eventSeeEnemy (global)


@AcquisitionState.ShotFiredNotification[edit]

function ShotFiredNotification (Pawn Shooter, Object.Vector FireDir, class<ProjectileProjectileClass, float ProjSpeed)

Overrides: U2NPCControllerShared.ShotFiredNotification (global)


@AttackCloseState[edit]

Extends: @MoveToGoalWithEnemyState

Ignores: HearNoise, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther

@AttackCloseState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@AttackCloseState.MayFall[edit]

event MayFall ()

Overrides: Controller.MayFall (global)


@AttackCloseState.CanPredict[edit]

function bool CanPredict (Actor TargetActor)


@AttackCloseState.DamageAttitudeTo[edit]

function DamageAttitudeTo (Pawn Other, float Damage, class<DamageTypeDamageType)

Overrides: @MoveToGoalWithEnemyState.DamageAttitudeTo


@AttackCloseState.eventEnemyNotVisible[edit]

function eventEnemyNotVisible ()

Overrides: U2NPCControllerScriptable.eventEnemyNotVisible (global)


@AttackCloseState.FearThisSpot[edit]

function FearThisSpot (Actor aSpot)

Overrides: U2NPCControllerShared.FearThisSpot (global)


@AttackCloseState.GetPredictedChargeLocation[edit]

function Object.Vector GetPredictedChargeLocation (Pawn TargetPawn)


@AttackCloseState.GetTacticalMoveType[edit]

function Actor.ETacticalMoveType GetTacticalMoveType ()

Overrides: AIController.GetTacticalMoveType (global)


@AttackCloseState.SharedTimerEvent[edit]

function SharedTimerEvent ()

Overrides: @MoveToGoalBaseState.SharedTimerEvent


@AttackCloseState.StrafeFromDamage[edit]

function bool StrafeFromDamage (float Damage, class<DamageTypeDamageType, bool bFindDest)

Overrides: U2NPCControllerShared.StrafeFromDamage (global)


@AttackCloseState.TryStrafe[edit]

function bool TryStrafe (Object.Vector SideDir)


@AttackCloseState.TryToDodge[edit]

function TryToDodge (Object.Vector DuckDir, bool bDuckLeft)

Overrides: U2NPCControllerShared.TryToDodge (global)


@AttackFallbackState[edit]

Extends: @MoveToGoalWithEnemyState

Ignores: EnemyNotVisible

@AttackFallbackState.MayFall[edit]

event MayFall ()

Overrides: Controller.MayFall (global)


@AttackFallbackState.eventBumpEnemy[edit]

function eventBumpEnemy (Pawn Other)

Overrides: U2NPCControllerShared.eventBumpEnemy (global)


@AttackFallbackState.eventEnemyNotVisible[edit]

function eventEnemyNotVisible ()

Overrides: U2NPCControllerScriptable.eventEnemyNotVisible (global)


@AttackFallbackState.eventHearNoiseThreat[edit]

singular function eventHearNoiseThreat (float Loudness, Actor NoiseMaker)

Overrides: U2NPCControllerShared.eventHearNoiseThreat (global)


@AttackFallbackState.eventSeeEnemy[edit]

function eventSeeEnemy (Pawn Seen)

Overrides: U2NPCControllerShared.eventSeeEnemy (global)


@AttackFallbackState.GetTacticalMoveType[edit]

function Actor.ETacticalMoveType GetTacticalMoveType ()

Overrides: AIController.GetTacticalMoveType (global)


@AttackFallbackState.PickDestination[edit]

function PickDestination ()


@AttackHuntState[edit]

Ignores: EnemyNotVisible

@AttackHuntState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@AttackHuntState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@AttackHuntState.MayFall[edit]

event MayFall ()

Overrides: Controller.MayFall (global)


@AttackHuntState.DamageAttitudeTo[edit]

function DamageAttitudeTo (Pawn Other, float Damage, class<DamageTypeDamageType)

Overrides: DamageAttitudeTo (global)


@AttackHuntState.eventBumpEnemy[edit]

function eventBumpEnemy (Pawn Other)

Overrides: U2NPCControllerShared.eventBumpEnemy (global)


@AttackHuntState.eventHearNoiseThreat[edit]

singular function eventHearNoiseThreat (float Loudness, Actor NoiseMaker)

Overrides: U2NPCControllerShared.eventHearNoiseThreat (global)


@AttackHuntState.FearThisSpot[edit]

function FearThisSpot (Actor aSpot)

Overrides: U2NPCControllerShared.FearThisSpot (global)


@AttackHuntState.FindViewSpot[edit]

function bool FindViewSpot ()


@AttackHuntState.MaybeClearHuntingEnemy[edit]

function MaybeClearHuntingEnemy ()


@AttackHuntState.MaybeSetEnemy[edit]

function bool MaybeSetEnemy (Pawn NewEnemy, optional bool bAlertingOthers)

Overrides: U2NPCControllerShared.MaybeSetEnemy (global)


@AttackHuntState.NonRangedFireCheck[edit]

function bool NonRangedFireCheck ()

Overrides: NonRangedFireCheck (global)


@AttackHuntState.PickDestination[edit]

function PickDestination ()


@AttackHuntState.ReduceThreat[edit]

function bool ReduceThreat ()

Overrides: U2NPCControllerShared.ReduceThreat (global)


@AttackingState[edit]

Ignores: HearNoise, NotifyBump, NotifyHitWall, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther

@AttackingState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@AttackingState.ChooseAttackMode[edit]

function ChooseAttackMode ()


@AttackingState.eventEnemyNotVisible[edit]

function eventEnemyNotVisible ()

Overrides: U2NPCControllerScriptable.eventEnemyNotVisible (global)


@AttackingState.SharedTimerEvent[edit]

function SharedTimerEvent ()

Overrides: SharedTimerEvent (global)


@AttackRetreatState[edit]

Extends: @MoveToGoalWithEnemyState

Ignores: EnemyNotVisible

@AttackRetreatState.MayFall[edit]

event MayFall ()

Overrides: Controller.MayFall (global)


@AttackRetreatState.ChangeDestination[edit]

function ChangeDestination ()


@AttackRetreatState.eventBumpEnemy[edit]

function eventBumpEnemy (Pawn Other)

Overrides: U2NPCControllerShared.eventBumpEnemy (global)


@AttackRetreatState.eventHearNoiseThreat[edit]

singular function eventHearNoiseThreat (float Loudness, Actor NoiseMaker)

Overrides: U2NPCControllerShared.eventHearNoiseThreat (global)


@AttackRetreatState.eventSeeEnemy[edit]

function eventSeeEnemy (Pawn Seen)

Overrides: U2NPCControllerShared.eventSeeEnemy (global)


@AttackRetreatState.PickDestination[edit]

function PickDestination ()


@AttackRetreatState.PickNextSpot[edit]

function PickNextSpot ()


@AttackRetreatState.ReachedHome[edit]

function ReachedHome ()


@AttackRetreatState.ShotFiredNotification[edit]

function ShotFiredNotification (Pawn Shooter, Object.Vector FireDir, class<ProjectileProjectileClass, float ProjSpeed)

Overrides: U2NPCControllerShared.ShotFiredNotification (global)


@AttackStakeOutState[edit]

Ignores: EnemyNotVisible

@AttackStakeOutState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@AttackStakeOutState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@AttackStakeOutState.AdjustAim[edit]

function bool AdjustAim (class<ProjectileProjectileClass, float ProjSpeed, Object.Vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash)

Overrides: U2NPCControllerShared.AdjustAim (global)


@AttackStakeOutState.ClearShot[edit]

function bool ClearShot ()


@AttackStakeOutState.ContinueStakeOut[edit]

function bool ContinueStakeOut ()


@AttackStakeOutState.DamageAttitudeTo[edit]

function DamageAttitudeTo (Pawn Other, float Damage, class<DamageTypeDamageType)

Overrides: DamageAttitudeTo (global)


@AttackStakeOutState.eventHearNoiseThreat[edit]

singular function eventHearNoiseThreat (float Loudness, Actor NoiseMaker)

Overrides: U2NPCControllerShared.eventHearNoiseThreat (global)


@AttackStakeOutState.MaybeSetEnemy[edit]

function bool MaybeSetEnemy (Pawn NewEnemy, optional bool bAlertingOthers)

Overrides: U2NPCControllerShared.MaybeSetEnemy (global)


@AttackStakeOutState.RandomizeStakeOutDir[edit]

function bool RandomizeStakeOutDir ()

Overrides: U2NPCControllerShared.RandomizeStakeOutDir (global)


@AttackStakeOutState.SetFall[edit]

function SetFall ()

Overrides: SetFall (global)


@AttackStakeOutState.SharedTimerEvent[edit]

function SharedTimerEvent ()

Overrides: SharedTimerEvent (global)


@AttackStationaryState[edit]

Ignores: HearNoise, NotifyBump, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther

@AttackStationaryState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@AttackStationaryState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@AttackStationaryState.CheckAttackStatus[edit]

function CheckAttackStatus ()


@AttackStationaryState.ContinueAttackStationary[edit]

function bool ContinueAttackStationary ()


@AttackStationaryState.DamageAttitudeTo[edit]

function DamageAttitudeTo (Pawn Other, float Damage, class<DamageTypeDamageType)

Overrides: DamageAttitudeTo (global)


@AttackStationaryState.DoRangedAttack[edit]

function DoRangedAttack ()

Overrides: DoRangedAttack (global)


@AttackStationaryState.eventEnemyNotVisible[edit]

function eventEnemyNotVisible ()

Overrides: U2NPCControllerScriptable.eventEnemyNotVisible (global)


@AttackStationaryState.KeepAttacking[edit]

function KeepAttacking ()


@AttackStationaryState.NonRangedFireCheck[edit]

function bool NonRangedFireCheck ()

Overrides: NonRangedFireCheck (global)


@AttackStationaryState.SharedTimerEvent[edit]

function SharedTimerEvent ()

Overrides: SharedTimerEvent (global)


@AttackStationaryState.SpecialFire[edit]

function SpecialFire ()

Overrides: SpecialFire (global)


@AttackStationaryState.StopFiring[edit]

function StopFiring (float SuggestedFireAgainDelay, Controller.EStopFiringInfo SFInfo)

Overrides: StopFiring (global)


@AttackTacticalMoveState[edit]

Ignores: HearNoise, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther

@AttackTacticalMoveState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@AttackTacticalMoveState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@AttackTacticalMoveState.NotifyHitWall[edit]

event bool NotifyHitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Controller.NotifyHitWall (global)


@AttackTacticalMoveState.DamageAttitudeTo[edit]

function DamageAttitudeTo (Pawn Other, float Damage, class<DamageTypeDamageType)

Overrides: DamageAttitudeTo (global)


@AttackTacticalMoveState.eventEnemyNotVisible[edit]

function eventEnemyNotVisible ()

Overrides: U2NPCControllerScriptable.eventEnemyNotVisible (global)


@AttackTacticalMoveState.FearThisSpot[edit]

function FearThisSpot (Actor aSpot)

Overrides: U2NPCControllerShared.FearThisSpot (global)


@AttackTacticalMoveState.GiveUpTactical[edit]

function GiveUpTactical (bool bCanCharge)

Overrides: GiveUpTactical (global)


@AttackTacticalMoveState.PawnIsInPain[edit]

function PawnIsInPain (PhysicsVolume PainVolume)

Overrides: Controller.PawnIsInPain (global)


@AttackTacticalMoveState.PickDestination[edit]

function PickDestination (bool bCanCharge)


@AttackTacticalMoveState.PickRegDestination[edit]

function PickRegDestination (bool bCanCharge)


@AttackTacticalMoveState.SetFall[edit]

function SetFall ()

Overrides: SetFall (global)


@AttackTacticalMoveState.SharedTimerEvent[edit]

function SharedTimerEvent ()

Overrides: SharedTimerEvent (global)


@AttackTacticalMoveState.ShotFiredNotification[edit]

function ShotFiredNotification (Pawn Shooter, Object.Vector FireDir, class<ProjectileProjectileClass, float ProjSpeed)

Overrides: U2NPCControllerShared.ShotFiredNotification (global)


@DeadState[edit]

Inherits from: Controller.@DeadState

Ignores: BeginFalling, EnemyNotVisible, eventTakeDamage, eventTookDamage, HearNoise, NotifyBump, NotifyHeadVolumeChange, NotifyHitWall, NotifyLanded, NotifyPhysicsVolumeChange, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther, SetTestMoveTarget, ShotFiredNotification

@DeadState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@EnemyKilledState[edit]

Ignores: EnemyNotVisible

@EnemyKilledState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@EnemyKilledState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@FallingState[edit]

Ignores: NotifyBump, NotifyHitWall, ShotFiredNotification

@FallingState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@FallingState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@FallingState.NotifyLanded[edit]

event bool NotifyLanded (Object.Vector HitNormal)

Overrides: Controller.NotifyLanded (global)


@FallingState.NotifyPhysicsVolumeChange[edit]

event bool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: U2NPCControllerShared.NotifyPhysicsVolumeChange (global)


@FallingState.AdjustJump[edit]

function AdjustJump ()


@FallingState.DamageAttitudeTo[edit]

function DamageAttitudeTo (Pawn Other, float Damage, class<DamageTypeDamageType)

Overrides: DamageAttitudeTo (global)


@FallingState.EnemyAcquired[edit]

function EnemyAcquired ()

Overrides: EnemyAcquired (global)


@FallingState.eventEnemyNotVisible[edit]

function eventEnemyNotVisible ()

Overrides: U2NPCControllerScriptable.eventEnemyNotVisible (global)


@FallingState.eventSeeEnemy[edit]

function eventSeeEnemy (Pawn Seen)

Overrides: U2NPCControllerShared.eventSeeEnemy (global)


@FallingState.FindNewJumpDest[edit]

function FindNewJumpDest ()


@FallingState.MaybeSetEnemy[edit]

function bool MaybeSetEnemy (Pawn NewEnemy, optional bool bAlertingOthers)

Overrides: U2NPCControllerShared.MaybeSetEnemy (global)


@FallingState.SetFall[edit]

function SetFall ()

Overrides: SetFall (global)


@FallingState.SharedTimerEvent[edit]

function SharedTimerEvent ()

Overrides: SharedTimerEvent (global)


@FindAirState[edit]

Ignores: HearNoise, NotifyBump, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther

@FindAirState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@FindAirState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@FindAirState.NotifyHeadVolumeChange[edit]

event bool NotifyHeadVolumeChange (PhysicsVolume NewHeadVolume)

Overrides: Controller.NotifyHeadVolumeChange (global)


@FindAirState.NotifyHitWall[edit]

event bool NotifyHitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Controller.NotifyHitWall (global)


@FindAirState.eventEnemyNotVisible[edit]

function eventEnemyNotVisible ()

Overrides: U2NPCControllerScriptable.eventEnemyNotVisible (global)


@FindAirState.PickDestination[edit]

function PickDestination ()


@FindAirState.SharedTimerEvent[edit]

function SharedTimerEvent ()

Overrides: SharedTimerEvent (global)


@FrozenState[edit]

@FrozenState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@FrozenState.CanFire[edit]

function bool CanFire (bool bTest)

Overrides: CanFire (global)


@FrozenState.DamageAttitudeTo[edit]

function DamageAttitudeTo (Pawn Other, float Damage, class<DamageTypeDamageType)

Overrides: DamageAttitudeTo (global)


@FrozenState.eventBumpEnemy[edit]

function eventBumpEnemy (Pawn Other)

Overrides: U2NPCControllerShared.eventBumpEnemy (global)


@FrozenState.eventTakeDamage[edit]

function eventTakeDamage (int Damage, Pawn Instigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType)

Overrides: eventTakeDamage (global)


@FrozenState.eventTookDamage[edit]

function eventTookDamage (int Damage, Pawn Instigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType)

Overrides: eventTookDamage (global)


@FrozenState.IsFrozen[edit]

function bool IsFrozen ()

Overrides: Controller.IsFrozen (global)


@FrozenState.IsMobile[edit]

function bool IsMobile ()

Overrides: IsMobile (global)


@GameEndedState[edit]

@GameEndedState.SetOrders[edit]

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

Overrides: SetOrders (global)


@HoldingState[edit]

@HoldingState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@HoldingState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@HoldingState.NotifyLanded[edit]

event bool NotifyLanded (Object.Vector HitNormal)

Overrides: Controller.NotifyLanded (global)


@HoldingState.EnemyAcquired[edit]

function EnemyAcquired ()

Overrides: EnemyAcquired (global)


@HoldingState.SharedTimerEvent[edit]

function SharedTimerEvent ()

Overrides: SharedTimerEvent (global)


@HoldState[edit]

@HoldState.FearThisSpot[edit]

function FearThisSpot (Actor aSpot)

Overrides: U2NPCControllerShared.FearThisSpot (global)


@HoldState.PickDestination[edit]

function PickDestination ()


@LandedHardState[edit]

Inherits from: LicenseeController.@LandedHardState

Ignores: BeginFalling, EnemyNotVisible, HearNoise, NotifyBump, NotifyHeadVolumeChange, NotifyHitWall, NotifyLanded, NotifyPhysicsVolumeChange, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther, ShotFiredNotification, Trigger

@LandedHardState.BeginState[edit]

event BeginState ()

Overrides: LicenseeController.@LandedHardState.BeginState


@LandedHardState.LandedHardDone[edit]

function LandedHardDone ()

Overrides: LicenseeController.@LandedHardState.LandedHardDone


@MoveToGoalBaseState[edit]

@MoveToGoalBaseState.SetFall[edit]

function SetFall ()

Overrides: SetFall (global)


@MoveToGoalBaseState.SharedTimerEvent[edit]

function SharedTimerEvent ()

Overrides: SharedTimerEvent (global)


@MoveToGoalWithEnemyState[edit]

Extends: @MoveToGoalBaseState

@MoveToGoalWithEnemyState.DamageAttitudeTo[edit]

function DamageAttitudeTo (Pawn Other, float Damage, class<DamageTypeDamageType)

Overrides: DamageAttitudeTo (global)


@RoamingState[edit]

Ignores: EnemyNotVisible

@RoamingState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@RoamingState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@RoamingState.MayFall[edit]

event MayFall ()

Overrides: Controller.MayFall (global)


@RoamingState.FearThisSpot[edit]

function FearThisSpot (Actor aSpot)

Overrides: U2NPCControllerShared.FearThisSpot (global)


@RoamingState.HandleDecorationStuff[edit]

function bool HandleDecorationStuff ()


@RoamingState.ModifyMoveTarget[edit]

function ModifyMoveTarget ()


@RoamingState.PickDestination[edit]

function PickDestination ()


@RoamingState.PickFarInventoryDestination[edit]

function bool PickFarInventoryDestination ()


@RoamingState.PickHuntDestination[edit]

function bool PickHuntDestination ()


@RoamingState.PickOrdersDestination[edit]

function bool PickOrdersDestination ()


@RoamingState.PickSpecialDestination[edit]

function bool PickSpecialDestination ()


@RoamingState.SetOrders[edit]

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

Overrides: SetOrders (global)


@RoamingState.SetRoamTarget[edit]

function SetRoamTarget (Actor NewRoamTarget)

Overrides: SetRoamTarget (global)


@RoamingState.ShouldRecamp[edit]

function bool ShouldRecamp ()


@ScriptedDialogState[edit]

Extends: @ScriptedState

@ScriptedDialogState.BeginState[edit]

event BeginState ()

Overrides: @ScriptedState.BeginState


@ScriptedDialogState.DialogEnd[edit]

event DialogEnd ()

Overrides: Actor.DialogEnd (global)


@ScriptedDialogState.EndState[edit]

event EndState ()

Overrides: @ScriptedState.EndState


@ScriptedDialogState.DialogPause[edit]

function DialogPause ()

Overrides: Actor.DialogPause (global)


@ScriptedDialogState.DialogSetFocus[edit]

function DialogSetFocus (Actor FocusActor)

Overrides: Actor.DialogSetFocus (global)


@ScriptedDialogState.DialogUnPause[edit]

function DialogUnPause ()

Overrides: U2NPCControllerScriptable.DialogUnPause (global)


@ScriptedDialogState.EnemyAcquired[edit]

function EnemyAcquired ()

Overrides: @ScriptedState.EnemyAcquired


@ScriptedDialogState.eventTookDamage[edit]

function eventTookDamage (int Damage, Pawn Instigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType)

Overrides: @ScriptedState.eventTookDamage


@ScriptedDialogState.IsDialogPaused[edit]

function bool IsDialogPaused ()

Overrides: U2NPCControllerScriptable.IsDialogPaused (global)


@ScriptedState[edit]

Extends: @MoveToGoalBaseState

@ScriptedState.AnimEnd[edit]

event final AnimEnd (int Channel)


@ScriptedState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@ScriptedState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@ScriptedState.FinishedRotation[edit]

event final FinishedRotation ()


@ScriptedState.NotifyLanded[edit]

event bool NotifyLanded (Object.Vector HitNormal)

Overrides: Controller.NotifyLanded (global)


@ScriptedState.AdjustAim[edit]

function bool AdjustAim (class<ProjectileProjectileClass, float ProjSpeed, Object.Vector ProjStart, float WeaponFireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash)

Overrides: U2NPCControllerShared.AdjustAim (global)


@ScriptedState.AllowFriendlyBumpStateChanges[edit]

function bool AllowFriendlyBumpStateChanges ()

Overrides: U2NPCControllerShared.AllowFriendlyBumpStateChanges (global)


@ScriptedState.EnableProbeEvent[edit]

function EnableProbeEvent (name EventName, bool bVal)

Overrides: U2NPCController.EnableProbeEvent (global)


@ScriptedState.EnemyAcquired[edit]

function EnemyAcquired ()

Overrides: EnemyAcquired (global)


@ScriptedState.eventAutoBegin[edit]

function eventAutoBegin (name DestinationState, name DestinationLabel)

Overrides: U2NPCControllerScriptable.eventAutoBegin (global)


@ScriptedState.eventBumpAll[edit]

function eventBumpAll (Actor Other)

Overrides: U2NPCControllerShared.eventBumpAll (global)


@ScriptedState.eventTookDamage[edit]

function eventTookDamage (int Damage, Pawn Instigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType)

Overrides: eventTookDamage (global)


@ScriptedState.GetMoveSpeed[edit]

function float GetMoveSpeed (optional Object.Vector TargetLocation)

Overrides: U2NPCControllerShared.GetMoveSpeed (global)


@ScriptedState.GetTarget[edit]

function Actor GetTarget ()

Overrides: Controller.GetTarget (global)


@ScriptedState.HandleDestinationReached[edit]

function HandleDestinationReached ()

Overrides: U2NPCControllerShared.HandleDestinationReached (global)


@ScriptedState.IsRepeatFire[edit]

function bool IsRepeatFire (bool bPrimary)

Overrides: U2NPCControllerScriptable.IsRepeatFire (global)


@ScriptedState.MaybeFire[edit]

function MaybeFire (byte bUseAltMode)

Overrides: U2NPCControllerScriptable.MaybeFire (global)


@ScriptedState.NotifyUnuse[edit]

function NotifyUnuse (Actor A)

Overrides: U2NPCControllerShared.NotifyUnuse (global)


@ScriptedState.SetFall[edit]

function SetFall ()

Overrides: @MoveToGoalBaseState.SetFall


@ScriptedState.SetSpecialGoal[edit]

function SetSpecialGoal (Actor NewSpecialGoal, optional float NewSpecialGoalDistance, optional bool bFaceSpecialGoalNew)

Overrides: U2NPCControllerShared.SetSpecialGoal (global)


@ScriptedState.StateTransition[edit]

function StateTransition (name DestinationState, optional name DestinationLabel)

Overrides: StateTransition (global)


@ScriptedState.TryToHit[edit]

function bool TryToHit (Actor TargetActor, float TargetDistance, float SpreadDegrees, bool bLOSToTarget, float TryToHitBaseOddsMin, float TryToHitBaseOddsMax, float TryToHitBaseDistance, float TryToHitMinMissDistance, float TryToHitMaxHitDistance)

Overrides: U2NPCControllerShared.TryToHit (global)


@ScriptedState.TurnToActor[edit]

function TurnToActor (Actor A, optional bool bLock)

Overrides: U2NPCControllerScriptable.TurnToActor (global)


@ScriptedState.UnuseActor[edit]

function UnuseActor (optional Actor A)

Overrides: U2NPCControllerShared.UnuseActor (global)


@ScriptedState.UseActor[edit]

function UseActor (Actor A)

Overrides: U2NPCControllerShared.UseActor (global)


@TakeHitState[edit]

Ignores: HearNoise, NotifyBump, NotifyHitWall, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther

@TakeHitState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@TakeHitState.NotifyLanded[edit]

event bool NotifyLanded (Object.Vector HitNormal)

Overrides: Controller.NotifyLanded (global)


@TakeHitState.SharedTimerEvent[edit]

function SharedTimerEvent ()

Overrides: SharedTimerEvent (global)


@TestMoveState[edit]

Extends: @MoveToGoalBaseState

Ignores: EnemyNotVisible

@UsingState[edit]

@UsingState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@UsingState.NotifyUnuse[edit]

function NotifyUnuse (Actor A)

Overrides: U2NPCControllerShared.NotifyUnuse (global)


@UsingState.UnuseActor[edit]

function UnuseActor (optional Actor A)

Overrides: U2NPCControllerShared.UnuseActor (global)


@UsingState.UseActor[edit]

function UseActor (Actor A)

Overrides: U2NPCControllerShared.UseActor (global)


@VictoryDanceState[edit]

Extends: @EnemyKilledState

Ignores: EnemyNotVisible

@VictoryDanceState.EndState[edit]

event EndState ()

Overrides: @EnemyKilledState.EndState


@WanderingState[edit]

Ignores: EnemyNotVisible

@WanderingState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@WanderingState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@WanderingState.DeferTo[edit]

function bool DeferTo (Controller Other)

Overrides: DeferTo (global)


@WanderingState.FearThisSpot[edit]

function FearThisSpot (Actor aSpot)

Overrides: U2NPCControllerShared.FearThisSpot (global)


@WanderingState.PickDestination[edit]

function PickDestination ()


@WanderingState.SetFall[edit]

function SetFall ()

Overrides: SetFall (global)


@WanderingState.SharedTimerEvent[edit]

function SharedTimerEvent ()

Overrides: SharedTimerEvent (global)


@WanderingState.TestDirection[edit]

function bool TestDirection (Object.Vector Dir, out Object.Vector Pick)