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UE2:U2NPCControllerBasic internal variables (U2XMP)

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

Internal variables

Aggressiveness

Type: float

0.0 to 1.0 (typically)

Default value: 0.3

AlertTime

Type: float


AmbushSpot

Type: AmbushPoint

current AmbushSpot if applicable

bAcceptedState

Type: bool


bChangeDir

Type: bool

tactical move boolean

bDeviousHunting

Type: bool

if true, try to sneak up behind enemy when hunting

bDodgeFinished

Type: bool


BehaviorController

Type: BehaviorControllerInterf


BehaviorControllerClass

Type: class<BehaviorControllerInterf>


Default value: Class'U2AI.BehaviorControllerBasic'

bExecuteOrders

Type: bool

NPC will favor orders over attacking enemy (controlled, e.g., on a squad-basis)

bFireFalling

Type: bool


bFrustrated

Type: bool


bInitiatingAttack

Type: bool


bKamikaze

Type: bool


bLeaping

Type: bool


bLeapNotifyTimeSet

Type: bool


BlockedPath

Type: NavigationPoint

tbd

bMeleeDamagedTarget

Type: bool

set during successful melee attack

bSmartAboutTurrets

Type: bool

if true, knows to avoid attacking turrets (StationaryPawns for now)

bSniping

Type: bool

mdf-tbd: approach changed in 777?

bStationary

Type: bool

if set NPC can only rotate/aim

bStrafeDir

Type: bool


bTriedLastDetectedLocation

Type: bool


DefaultAcquisitionState

Type: name

state used when NPC acquires an enemy when relaxed

Default value: Acquisition

DefaultDeadLockedState

Type: name

state used to wait a few ticks when behavior is deadlocked

Default value: DeadLocked

DefaultImmobileAttackState

Type: name


Default value: AttackStationary

DefaultImmobileState

Type: name

state used to keep NPCs from moving

Default value: hold

DestinationResult

Type: U2NPCControllerShared.EDestinationResult

result of last call to SetChargeDestination

ExecuteOrdersThreshold

Type: float

threshold used by NPC to decide whether to set/clear bExecuteOrders

Default value: 0.5

HidingSpot

Type: Object.Vector


ImpaleVictim

Type: Pawn

pawn we're impaling

LastBumpDamageTime

Type: float


LastInvFind

Type: float

move to bot

LastSpecialDestinationCheck

Type: float


LeapLastHitWallNormal

Type: Object.Vector

normal of last hit with wall (to prevent multiple hit wall notifications for the same hit)

LeapLastHitWallTime

Type: float

last time a wall was hit

LeapMinHitWallDelay

Type: float

minimum amount of time before acknowledging hit wall notifications

Default value: 0.2

MaxFallbackNoDetectTime

Type: float


Default value: 5.0

MaxHuntTime

Type: float


Default value: 30.0

MeleeEndTime

Type: float


NextLeapTime

Type: float


OldCheckBehaviorDelay

Type: float


OldCheckMetaStateDelay

Type: float


OldControllerEnemy

Type: Pawn


OrderGiver

Type: Object

source of orders (e.g. player, GameAIController)

Orders

Type: name

orders a bot is carrying out

OrdersObject

Type: Actor

order object (if applicable)

OrdersThreshold

Type: float

threshold used with some orders

PendingLeapRotation

Type: Object.Rotator


PendingLeapSpeed

Type: float


RealLastDetectedLocation

Type: Object.Vector

tbd

RefireDelay

Type: float


StartDodgeTime

Type: float


StartTurnTime

Type: float


StateStartLocation

Type: Object.Vector

used to save location at start of some states

StationarySpot

Type: Actor


VerifyCoverRate

Type: float


Default value: 0.5