I'm a doctor, not a mechanic

UE2:U2NPCControllerBasic internal variables (U2XMP)

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;Other member categories for this class::instance functions, states

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