Gah - a solution with more questions. – EntropicLqd

UE2:U2NPCControllerBase states (U2XMP)

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Contents

;Other member categories for this class::instance functions

States[edit]

@CantMoveState[edit]

@CantMoveState.BeginState[edit]

event BeginState ()

Overrides: LicenseeController.@CantMoveState.BeginState


@CantMoveState.eventBumpEnemy[edit]

function eventBumpEnemy (Pawn Other)

Overrides: U2NPCControllerShared.eventBumpEnemy (global)


@CantMoveState.IsFrozen[edit]

function bool IsFrozen ()

Overrides: Controller.IsFrozen (global)


@CantMoveState.IsMobile[edit]

function bool IsMobile ()

Overrides: Controller.IsMobile (global)


@CantMoveState.UnFreeze[edit]

function UnFreeze ()

Overrides: LicenseeController.UnFreeze (global)


@DeadState[edit]

Inherits from: Controller.@DeadState

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

@DeadState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@DeadState.PlayRandomSound[edit]

function PlayRandomSound ()

Overrides: PlayRandomSound (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.PickDestination[edit]

function PickDestination ()


@FindAirState.PlayRandomSound[edit]

function PlayRandomSound ()

Overrides: PlayRandomSound (global)


@FrozenState[edit]

Extends: @CantMoveState

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

@HandleInvalidLandingState[edit]

Extends: @MoveToGoalBaseState

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

@HandleInvalidLandingState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@HandleInvalidLandingState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@HandleInvalidLandingState.CanDodge[edit]

function bool CanDodge (optional bool bIgnoreFalling)

Overrides: U2NPCControllerShared.CanDodge (global)


@HandleInvalidLandingState.EnemyAcquired[edit]

function EnemyAcquired ()

Overrides: U2NPCControllerShared.EnemyAcquired (global)


@HandleInvalidLandingState.GetStepDownDestination[edit]

function Actor GetStepDownDestination (bool bForward)


@HandleInvalidLandingState.HandledInvalidLanding[edit]

function HandledInvalidLanding ()


@HandleInvalidLandingState.HandlePanic[edit]

function HandlePanic ()

Overrides: HandlePanic (global)


@HandleInvalidLandingState.NotifyInvalidLanding[edit]

function NotifyInvalidLanding (Actor.CheckResult Hit)

Overrides: NotifyInvalidLanding (global)


@HandleInvalidLandingState.NotifyValidLanding[edit]

function NotifyValidLanding (Actor.CheckResult Hit)

Overrides: Controller.NotifyValidLanding (global)


@HandleInvalidLandingState.PickDestination[edit]

function bool PickDestination ()


@LandedHardState[edit]

Inherits from: LicenseeController.@LandedHardState

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

@LandedHardState.BeginState[edit]

event BeginState ()

Overrides: LicenseeController.@LandedHardState.BeginState


@LandedHardState.LandedHardDone[edit]

function LandedHardDone ()

Overrides: LicenseeController.@LandedHardState.LandedHardDone


@LandedHardState.PlayRandomSound[edit]

function PlayRandomSound ()

Overrides: PlayRandomSound (global)


@MoveToGoalBaseState[edit]

@MoveToGoalBaseState.StartFalling[edit]

function StartFalling ()

Overrides: Controller.StartFalling (global)


@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.AvoidFriendlyBump[edit]

function bool AvoidFriendlyBump (Pawn Other)

Overrides: @ScriptedState.AvoidFriendlyBump


@ScriptedDialogState.DialogPause[edit]

function DialogPause ()

Overrides: Actor.DialogPause (global)


@ScriptedDialogState.DialogSetEndingFocus[edit]

function DialogSetEndingFocus (Actor FocusActor)

Overrides: Actor.DialogSetEndingFocus (global)


@ScriptedDialogState.DialogSetFocus[edit]

function DialogSetFocus (Actor FocusActor)

Overrides: Actor.DialogSetFocus (global)


@ScriptedDialogState.DialogUnPause[edit]

function DialogUnPause ()

Overrides: U2NPCControllerScriptable.DialogUnPause (global)


@ScriptedDialogState.eventTakeDamage[edit]

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

Overrides: eventTakeDamage (global)


@ScriptedDialogState.IsDialogPaused[edit]

function bool IsDialogPaused ()

Overrides: U2NPCControllerScriptable.IsDialogPaused (global)


@ScriptedDialogState.PlayRandomSound[edit]

function PlayRandomSound ()

Overrides: PlayRandomSound (global)


@ScriptedDialogState.PreparedForDialog[edit]

function bool PreparedForDialog ()

Overrides: Actor.PreparedForDialog (global)


@ScriptedState[edit]

Extends: @MoveToGoalBaseState

@ScriptedState.ActorRangeTransition[edit]

event final ActorRangeTransition (bool bInRange)


@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.SeeAlertFriend[edit]

event final SeeAlertFriend (Pawn Seen)


@ScriptedState.SeeFriend[edit]

event final SeeFriend (Pawn Seen)


@ScriptedState.AllowFriendlyBumpStateChanges[edit]

function bool AllowFriendlyBumpStateChanges ()

Overrides: U2NPCControllerShared.AllowFriendlyBumpStateChanges (global)


@ScriptedState.AvoidFriendlyBump[edit]

function bool AvoidFriendlyBump (Pawn Other)


@ScriptedState.EnableProbeEvent[edit]

function EnableProbeEvent (name EventName, bool bVal)

Overrides: U2NPCController.EnableProbeEvent (global)


@ScriptedState.EnemyAcquired[edit]

function EnemyAcquired ()

Overrides: U2NPCControllerShared.EnemyAcquired (global)


@ScriptedState.eventAutoBegin[edit]

function eventAutoBegin (name DestinationState, name DestinationLabel)

Overrides: U2NPCControllerScriptable.eventAutoBegin (global)


@ScriptedState.GetMoveSpeed[edit]

function float GetMoveSpeed (optional Object.Vector TargetLocation)

Overrides: U2NPCControllerShared.GetMoveSpeed (global)


@ScriptedState.GetStateInfoString[edit]

function string GetStateInfoString ()

Overrides: Controller.GetStateInfoString (global)


@ScriptedState.GetTacticalMoveType[edit]

function Actor.ETacticalMoveType GetTacticalMoveType ()

Overrides: GetTacticalMoveType (global)


@ScriptedState.HandleDestinationReached[edit]

function HandleDestinationReached ()

Overrides: U2NPCControllerShared.HandleDestinationReached (global)


@ScriptedState.HandleFinishedRotation[edit]

function HandleFinishedRotation ()


@ScriptedState.MaybeAvoidFriendlyBump[edit]

function MaybeAvoidFriendlyBump (Pawn Other)

Overrides: U2NPCControllerShared.MaybeAvoidFriendlyBump (global)


@ScriptedState.NotifyUnuse[edit]

function NotifyUnuse (Actor A)

Overrides: U2NPCControllerShared.NotifyUnuse (global)


@ScriptedState.SetDestination[edit]

function bool SetDestination (Object.Vector Direction, float Distance)


@ScriptedState.SetSpecialGoal[edit]

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

Overrides: U2NPCControllerShared.SetSpecialGoal (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)


@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)


@WanderingPanicState[edit]

Extends: @WanderingState

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

@WanderingPanicState.BeginState[edit]

event BeginState ()

Overrides: @WanderingState.BeginState


@WanderingPanicState.EndState[edit]

event EndState ()

Overrides: @WanderingState.EndState


@WanderingPanicState.Tick[edit]

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


@WanderingPanicState.AllowHitSounds[edit]

function bool AllowHitSounds ()

Overrides: Controller.AllowHitSounds (global)


@WanderingPanicState.CanDodge[edit]

function bool CanDodge (optional bool bIgnoreFalling)

Overrides: U2NPCControllerShared.CanDodge (global)


@WanderingPanicState.CanFire[edit]

function bool CanFire (bool bTest)

Overrides: U2NPCController.CanFire (global)


@WanderingPanicState.CanKillIfStuck[edit]

function bool CanKillIfStuck ()

Overrides: @WanderingState.CanKillIfStuck


@WanderingPanicState.CanTeleportIfStuck[edit]

function bool CanTeleportIfStuck ()

Overrides: @WanderingState.CanTeleportIfStuck


@WanderingPanicState.HandlePanic[edit]

function HandlePanic ()

Overrides: HandlePanic (global)


@WanderingState[edit]

Ignores: EnemyNotVisible

@WanderingState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@WanderingState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@WanderingState.NotifyPhysicsVolumeChange[edit]

event bool NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: U2NPCControllerShared.NotifyPhysicsVolumeChange (global)


@WanderingState.SeeAlertFriend[edit]

event final SeeAlertFriend (Pawn Seen)


@WanderingState.CanKillIfStuck[edit]

function bool CanKillIfStuck ()


@WanderingState.CanTeleportIfStuck[edit]

function bool CanTeleportIfStuck ()


@WanderingState.ClampVerticalComponent[edit]

function Object.Vector ClampVerticalComponent (Object.Vector V)


@WanderingState.DeferTo[edit]

function bool DeferTo (Controller Other)

Overrides: DeferTo (global)


@WanderingState.GetDestinationVector[edit]

function bool GetDestinationVector (Object.Vector Direction, float DesiredDistance, bool bRecovering, out Object.Vector DestinationLocation)


@WanderingState.GetExtraWanderDistance[edit]

function float GetExtraWanderDistance ()


@WanderingState.GetFlyingMoveSpeed[edit]

function float GetFlyingMoveSpeed ()


@WanderingState.GetModifiedMoveSpeed[edit]

function float GetModifiedMoveSpeed ()


@WanderingState.GetSwimmingMoveSpeed[edit]

function float GetSwimmingMoveSpeed ()


@WanderingState.GetWalkingMoveSpeed[edit]

function float GetWalkingMoveSpeed ()


@WanderingState.GetWanderDirection[edit]

function Object.Vector GetWanderDirection (int FallbackType)


@WanderingState.GetWanderDirectionFlying[edit]

function Object.Vector GetWanderDirectionFlying (int FallbackType)


@WanderingState.GetWanderDirectionSwimming[edit]

function Object.Vector GetWanderDirectionSwimming (int FallbackType)


@WanderingState.GetWanderDirectionWalking[edit]

function Object.Vector GetWanderDirectionWalking (int FallbackType)


@WanderingState.GetWanderDistanceModifier[edit]

function float GetWanderDistanceModifier ()


@WanderingState.PickDestination[edit]

function bool PickDestination ()


@WanderingState.SetWanderMoveSpeed[edit]

function SetWanderMoveSpeed ()


@WanderingState.ShouldWanderPause[edit]

function bool ShouldWanderPause ()


@WanderingState.WanderDidMoveSpecialHandling[edit]

function WanderDidMoveSpecialHandling ()


@WanderingState.WanderPauseSpecialAnimation[edit]

function bool WanderPauseSpecialAnimation ()


@WanderingState.WanderPauseSpecialHandling[edit]

function WanderPauseSpecialHandling ()