Gah - a solution with more questions. – EntropicLqd
UE2:U2NPCControllerBasic internal variables (U2XMP)
Object >> Actor >> Controller >> LicenseeController >> AIController >> U2NPCController >> U2NPCControllerScriptable >> U2NPCControllerShared >> U2NPCControllerBase >> U2NPCControllerBasic (internal variables) |
Contents
- 1 Internal variables
- 1.1 Aggressiveness
- 1.2 AlertTime
- 1.3 AmbushSpot
- 1.4 bAcceptedState
- 1.5 bChangeDir
- 1.6 bDeviousHunting
- 1.7 bDodgeFinished
- 1.8 BehaviorController
- 1.9 BehaviorControllerClass
- 1.10 bExecuteOrders
- 1.11 bFireFalling
- 1.12 bFrustrated
- 1.13 bInitiatingAttack
- 1.14 bKamikaze
- 1.15 bLeaping
- 1.16 bLeapNotifyTimeSet
- 1.17 BlockedPath
- 1.18 bMeleeDamagedTarget
- 1.19 bSmartAboutTurrets
- 1.20 bSniping
- 1.21 bStationary
- 1.22 bStrafeDir
- 1.23 bTriedLastDetectedLocation
- 1.24 DefaultAcquisitionState
- 1.25 DefaultDeadLockedState
- 1.26 DefaultImmobileAttackState
- 1.27 DefaultImmobileState
- 1.28 DestinationResult
- 1.29 ExecuteOrdersThreshold
- 1.30 HidingSpot
- 1.31 ImpaleVictim
- 1.32 LastBumpDamageTime
- 1.33 LastInvFind
- 1.34 LastSpecialDestinationCheck
- 1.35 LeapLastHitWallNormal
- 1.36 LeapLastHitWallTime
- 1.37 LeapMinHitWallDelay
- 1.38 MaxFallbackNoDetectTime
- 1.39 MaxHuntTime
- 1.40 MeleeEndTime
- 1.41 NextLeapTime
- 1.42 OldCheckBehaviorDelay
- 1.43 OldCheckMetaStateDelay
- 1.44 OldControllerEnemy
- 1.45 OrderGiver
- 1.46 Orders
- 1.47 OrdersObject
- 1.48 OrdersThreshold
- 1.49 PendingLeapRotation
- 1.50 PendingLeapSpeed
- 1.51 RealLastDetectedLocation
- 1.52 RefireDelay
- 1.53 StartDodgeTime
- 1.54 StartTurnTime
- 1.55 StateStartLocation
- 1.56 StationarySpot
- 1.57 VerifyCoverRate
;Other member categories for this class::instance functions, states
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Internal variables[edit]
Aggressiveness[edit]
Type: float
0.0 to 1.0 (typically)
Default value: 0.3
AlertTime[edit]
Type: float
AmbushSpot[edit]
Type: AmbushPoint
current AmbushSpot if applicable
bAcceptedState[edit]
Type: bool
bChangeDir[edit]
Type: bool
tactical move boolean
bDeviousHunting[edit]
Type: bool
if true, try to sneak up behind enemy when hunting
bDodgeFinished[edit]
Type: bool
BehaviorController[edit]
Type: BehaviorControllerInterf
BehaviorControllerClass[edit]
Type: class<BehaviorControllerInterf>
Default value: Class'U2AI.BehaviorControllerBasic'
bExecuteOrders[edit]
Type: bool
NPC will favor orders over attacking enemy (controlled, e.g., on a squad-basis)
bFireFalling[edit]
Type: bool
bFrustrated[edit]
Type: bool
bInitiatingAttack[edit]
Type: bool
bKamikaze[edit]
Type: bool
bLeaping[edit]
Type: bool
bLeapNotifyTimeSet[edit]
Type: bool
BlockedPath[edit]
Type: NavigationPoint
tbd
bMeleeDamagedTarget[edit]
Type: bool
set during successful melee attack
bSmartAboutTurrets[edit]
Type: bool
if true, knows to avoid attacking turrets (StationaryPawns for now)
bSniping[edit]
Type: bool
mdf-tbd: approach changed in 777?
bStationary[edit]
Type: bool
if set NPC can only rotate/aim
bStrafeDir[edit]
Type: bool
bTriedLastDetectedLocation[edit]
Type: bool
DefaultAcquisitionState[edit]
Type: name
state used when NPC acquires an enemy when relaxed
Default value: Acquisition
DefaultDeadLockedState[edit]
Type: name
state used to wait a few ticks when behavior is deadlocked
Default value: DeadLocked
DefaultImmobileAttackState[edit]
Type: name
Default value: AttackStationary
DefaultImmobileState[edit]
Type: name
state used to keep NPCs from moving
Default value: hold
DestinationResult[edit]
Type: U2NPCControllerShared.EDestinationResult
result of last call to SetChargeDestination
ExecuteOrdersThreshold[edit]
Type: float
threshold used by NPC to decide whether to set/clear bExecuteOrders
Default value: 0.5
HidingSpot[edit]
Type: Object.Vector
ImpaleVictim[edit]
Type: Pawn
pawn we're impaling
LastBumpDamageTime[edit]
Type: float
LastInvFind[edit]
Type: float
move to bot
LastSpecialDestinationCheck[edit]
Type: float
LeapLastHitWallNormal[edit]
Type: Object.Vector
normal of last hit with wall (to prevent multiple hit wall notifications for the same hit)
LeapLastHitWallTime[edit]
Type: float
last time a wall was hit
LeapMinHitWallDelay[edit]
Type: float
minimum amount of time before acknowledging hit wall notifications
Default value: 0.2
MaxFallbackNoDetectTime[edit]
Type: float
Default value: 5.0
MaxHuntTime[edit]
Type: float
Default value: 30.0
MeleeEndTime[edit]
Type: float
NextLeapTime[edit]
Type: float
OldCheckBehaviorDelay[edit]
Type: float
OldCheckMetaStateDelay[edit]
Type: float
OldControllerEnemy[edit]
Type: Pawn
OrderGiver[edit]
Type: Object
source of orders (e.g. player, GameAIController)
Orders[edit]
Type: name
orders a bot is carrying out
OrdersObject[edit]
Type: Actor
order object (if applicable)
OrdersThreshold[edit]
Type: float
threshold used with some orders
PendingLeapRotation[edit]
Type: Object.Rotator
PendingLeapSpeed[edit]
Type: float
RealLastDetectedLocation[edit]
Type: Object.Vector
tbd
RefireDelay[edit]
Type: float
StartDodgeTime[edit]
Type: float
StartTurnTime[edit]
Type: float
StateStartLocation[edit]
Type: Object.Vector
used to save location at start of some states
StationarySpot[edit]
Type: Actor
VerifyCoverRate[edit]
Type: float
Default value: 0.5