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UE2:U2NPCControllerBasic states (U2XMP)

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Contents

;Other member categories for this class::instance functions, internal variables

States[edit]

@AcquisitionState[edit]

Ignores: BeginFalling, EnemyInLeapRange, NotifyLanded

@AcquisitionState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@AcquisitionState.CanFire[edit]

function bool CanFire (bool bTest)

Overrides: CanFire (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.eventTookDamage[edit]

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

Overrides: U2NPCControllerBase.eventTookDamage (global)


@AcquisitionState.PlayRandomSound[edit]

function PlayRandomSound ()

Overrides: U2NPCControllerBase.PlayRandomSound (global)


@AcquisitionState.ShotFiredNotification[edit]

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

Overrides: U2NPCControllerShared.ShotFiredNotification (global)


@AttackCloseChargeState[edit]

Extends: @AttackCloseState

Ignores: HearNoise, SeeAlertFriend, SeeFriend, SeeOther

@AttackCloseChargeState.eventBumpEnemy[edit]

function eventBumpEnemy (Pawn Other)

Overrides: U2NPCControllerShared.eventBumpEnemy (global)


@AttackCloseChargeState.eventBumpFriend[edit]

function eventBumpFriend (Pawn Other)

Overrides: U2NPCControllerShared.eventBumpFriend (global)


@AttackCloseChargeState.GetPredictedCloseLocation[edit]

function bool GetPredictedCloseLocation (out Object.Vector PredictedLocation)

Overrides: @AttackCloseState.GetPredictedCloseLocation


@AttackCloseChargeState.GetTacticalMoveType[edit]

function Actor.ETacticalMoveType GetTacticalMoveType ()

Overrides: @AttackCloseState.GetTacticalMoveType


@AttackCloseChargeState.HandleBump[edit]

function HandleBump (Pawn Other, bool bEnemy)

Overrides: HandleBump (global)


@AttackCloseState[edit]

Extends: @MoveToGoalWithEnemyState

Ignores: HearNoise, SeeAlertFriend, SeeFriend, SeeOther

@AttackCloseState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@AttackCloseState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@AttackCloseState.MayFall[edit]

event MayFall ()

Overrides: Controller.MayFall (global)


@AttackCloseState.CanFire[edit]

function bool CanFire (bool bTest)

Overrides: CanFire (global)


@AttackCloseState.CloseRequiresPathing[edit]

function bool CloseRequiresPathing ()


@AttackCloseState.eventEnemyNotVisible[edit]

function eventEnemyNotVisible ()

Overrides: U2NPCControllerScriptable.eventEnemyNotVisible (global)


@AttackCloseState.eventTookDamage[edit]

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

Overrides: U2NPCControllerBase.eventTookDamage (global)


@AttackCloseState.FaceTarget[edit]

function bool FaceTarget (float F)

Overrides: U2NPCControllerShared.FaceTarget (global)


@AttackCloseState.FearThisSpot[edit]

function FearThisSpot (Actor aSpot)

Overrides: U2NPCControllerShared.FearThisSpot (global)


@AttackCloseState.FindAlternativeClosePath[edit]

function bool FindAlternativeClosePath (Actor Focus)


@AttackCloseState.GetPredictedCloseLocation[edit]

function bool GetPredictedCloseLocation (out Object.Vector PredictedLocation)


@AttackCloseState.GetTacticalMoveType[edit]

function Actor.ETacticalMoveType GetTacticalMoveType ()

Overrides: U2NPCControllerBase.GetTacticalMoveType (global)


@AttackCloseState.SetChargeDestination[edit]

function U2NPCControllerShared.EDestinationResult SetChargeDestination ()


@AttackCloseState.StrafeFromDamage[edit]

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

Overrides: StrafeFromDamage (global)


@AttackCloseState.TryStrafe[edit]

function bool TryStrafe (Object.Vector SideDir)


@AttackCloseState.TryToCloseDodge[edit]

function TryToCloseDodge (bool bLeft)


@AttackCloseState.TryToDodge[edit]

function TryToDodge (Object.Vector DuckDir, bool bDuckLeft)

Overrides: U2NPCControllerShared.TryToDodge (global)


@AttackFallbackState[edit]

Extends: @MoveToGoalWithEnemyState

@AttackFallbackState.MayFall[edit]

event MayFall ()

Overrides: Controller.MayFall (global)


@AttackFallbackState.CanFire[edit]

function bool CanFire (bool bTest)

Overrides: CanFire (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.FaceTarget[edit]

function bool FaceTarget (float F)

Overrides: U2NPCControllerShared.FaceTarget (global)


@AttackFallbackState.GetFinalDestinationActor[edit]

function Actor GetFinalDestinationActor ()


@AttackFallbackState.GetReachedDestinationDistance[edit]

function float GetReachedDestinationDistance ()


@AttackFallbackState.GetTacticalMoveType[edit]

function Actor.ETacticalMoveType GetTacticalMoveType ()

Overrides: U2NPCControllerBase.GetTacticalMoveType (global)


@AttackFallbackState.HandleReachedOrdersObject[edit]

function HandleReachedOrdersObject ()


@AttackFallbackState.HasReachedOrdersObject[edit]

function bool HasReachedOrdersObject ()


@AttackFallbackState.OverrideSpecialAttraction[edit]

function bool OverrideSpecialAttraction ()


@AttackFallbackState.PickDestination[edit]

function PickDestination ()


@AttackFallbackState.ShouldClearSpecialColliders[edit]

function bool ShouldClearSpecialColliders ()

Overrides: U2NPCControllerShared.ShouldClearSpecialColliders (global)


@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.BlockFiring[edit]

function BlockFiring ()


@AttackHuntState.CanFire[edit]

function bool CanFire (bool bTest)

Overrides: CanFire (global)


@AttackHuntState.EnemyAcquired[edit]

function EnemyAcquired ()

Overrides: EnemyAcquired (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.eventTookDamage[edit]

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

Overrides: U2NPCControllerBase.eventTookDamage (global)


@AttackHuntState.FaceTarget[edit]

function bool FaceTarget (float F)

Overrides: U2NPCControllerShared.FaceTarget (global)


@AttackHuntState.FearThisSpot[edit]

function FearThisSpot (Actor aSpot)

Overrides: U2NPCControllerShared.FearThisSpot (global)


@AttackHuntState.FindViewSpot[edit]

function bool FindViewSpot ()


@AttackHuntState.HandleRecoveredEnemy[edit]

function HandleRecoveredEnemy ()

Overrides: HandleRecoveredEnemy (global)


@AttackHuntState.IsFacingTarget[edit]

function bool IsFacingTarget (Actor Target, float CosMinFacingAngle)

Overrides: Controller.IsFacingTarget (global)


@AttackHuntState.MaybeClearHuntingEnemy[edit]

function MaybeClearHuntingEnemy ()


@AttackHuntState.MaybeSetEnemy[edit]

function bool MaybeSetEnemy (Pawn NewEnemy, optional bool bAlertingOthers)

Overrides: U2NPCControllerShared.MaybeSetEnemy (global)


@AttackHuntState.PickDestination[edit]

function PickDestination ()


@AttackHuntState.ReduceThreat[edit]

function bool ReduceThreat ()

Overrides: U2NPCControllerShared.ReduceThreat (global)


@AttackHuntState.SpecialHuntDestination[edit]

function bool SpecialHuntDestination ()


@AttackLeapState[edit]

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

@AttackLeapState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@AttackLeapState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@AttackLeapState.NotifyHitWall[edit]

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

Overrides: Controller.NotifyHitWall (global)


@AttackLeapState.AbortedLeap[edit]

function AbortedLeap ()


@AttackLeapState.CanFire[edit]

function bool CanFire (bool bTest)

Overrides: CanFire (global)


@AttackLeapState.DoLeapAttack[edit]

function DoLeapAttack (Object.Rotator LeapRotation, float LeapSpeed)


@AttackLeapState.eventBumpEnemy[edit]

function eventBumpEnemy (Pawn Other)

Overrides: U2NPCControllerShared.eventBumpEnemy (global)


@AttackLeapState.FakeNotifyLeapBeginTimer[edit]

function FakeNotifyLeapBeginTimer ()

Overrides: FakeNotifyLeapBeginTimer (global)


@AttackLeapState.FinishedLeap[edit]

function FinishedLeap ()


@AttackLeapState.GetLeapDamage[edit]

function int GetLeapDamage (Pawn Other)


@AttackLeapState.GetLeapMomentumTransfer[edit]

function Object.Vector GetLeapMomentumTransfer (Pawn Other)


@AttackLeapState.NotifyLeapBegin[edit]

function NotifyLeapBegin ()

Overrides: NotifyLeapBegin (global)


@AttackLeapState.PlayRandomSound[edit]

function PlayRandomSound ()

Overrides: U2NPCControllerBase.PlayRandomSound (global)


@AttackLeapState.ReflectNotify[edit]

function ReflectNotify (name NotifyName)

Overrides: U2NPCController.ReflectNotify (global)


@AttackLeapState.TryToDodge[edit]

function TryToDodge (Object.Vector DuckDir, bool bDuckLeft)

Overrides: U2NPCControllerShared.TryToDodge (global)


@AttackMeleeState[edit]

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

@AttackMeleeState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@AttackMeleeState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@AttackMeleeState.EnemyNotInMeleeRange[edit]

event EnemyNotInMeleeRange ()

Overrides: Controller.EnemyNotInMeleeRange (global)


@AttackMeleeState.CanDodge[edit]

function bool CanDodge (optional bool bIgnoreFalling)

Overrides: U2NPCControllerShared.CanDodge (global)


@AttackMeleeState.CanFire[edit]

function bool CanFire (bool bTest)

Overrides: CanFire (global)


@AttackMeleeState.eventEnemyNotVisible[edit]

function eventEnemyNotVisible ()

Overrides: U2NPCControllerScriptable.eventEnemyNotVisible (global)


@AttackMeleeState.NotifyMeleeDamagedEnemy[edit]

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

Overrides: U2NPCControllerShared.NotifyMeleeDamagedEnemy (global)


@AttackMeleeState.PlayRandomSound[edit]

function PlayRandomSound ()

Overrides: U2NPCControllerBase.PlayRandomSound (global)


@AttackMoveToCoverBaseState[edit]

Extends: @AttackFallbackState

Ignores: HearNoise, SeeAlertFriend, SeeFriend, SeeOther

@AttackMoveToCoverBaseState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@AttackMoveToCoverBaseState.eventBumpEnemy[edit]

function eventBumpEnemy (Pawn Other)

Overrides: @AttackFallbackState.eventBumpEnemy


@AttackMoveToCoverBaseState.FindCoverActor[edit]

function CoverSpot FindCoverActor (float MaxDistance, float CosMinAngle, float CosMaxAngle, bool bIncludePathable)

Overrides: FindCoverActor (global)


@AttackMoveToCoverBaseState.GetFinalDestinationActor[edit]

function Actor GetFinalDestinationActor ()

Overrides: @AttackFallbackState.GetFinalDestinationActor


@AttackMoveToCoverBaseState.GetReachedDestinationDistance[edit]

function float GetReachedDestinationDistance ()

Overrides: @AttackFallbackState.GetReachedDestinationDistance


@AttackMoveToCoverBaseState.PickDestination[edit]

function PickDestination ()

Overrides: @AttackFallbackState.PickDestination


@AttackMoveToCoverBaseState.SetCurrentCoverSpot[edit]

function SetCurrentCoverSpot (CoverSpot NewCoverSpot)


@AttackMoveToCoverBaseState.ShouldClearSpecialColliders[edit]

function bool ShouldClearSpecialColliders ()

Overrides: @AttackFallbackState.ShouldClearSpecialColliders


@AttackMoveToCoverBaseState.TryToFindCover[edit]

function TryToFindCover ()


@AttackMoveToCoverBaseState.VerifyCoverSpot[edit]

function bool VerifyCoverSpot ()


@AttackMoveToCoverCombatState[edit]

Extends: @AttackMoveToCoverBaseState

Ignores: HearNoise, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther

@AttackMoveToCoverCombatState.eventEnemyNotVisible[edit]

function eventEnemyNotVisible ()

Overrides: @AttackFallbackState.eventEnemyNotVisible


@AttackMoveToCoverCombatState.FaceTarget[edit]

function bool FaceTarget (float F)

Overrides: @AttackFallbackState.FaceTarget


@AttackMoveToCoverCombatState.GetTacticalMoveType[edit]

function Actor.ETacticalMoveType GetTacticalMoveType ()

Overrides: @AttackFallbackState.GetTacticalMoveType


@AttackMoveToCoverCombatState.PickDestination[edit]

function PickDestination ()

Overrides: @AttackMoveToCoverBaseState.PickDestination


@AttackMoveToCoverCombatState.TryToFindCover[edit]

function TryToFindCover ()

Overrides: @AttackMoveToCoverBaseState.TryToFindCover


@AttackMoveToCoverFleeState[edit]

Extends: @AttackMoveToCoverBaseState

Ignores: HearNoise, SeeAlertFriend, SeeFriend, SeeOther

@AttackMoveToCoverFleeState.FaceTarget[edit]

function bool FaceTarget (float F)

Overrides: @AttackFallbackState.FaceTarget


@AttackMoveToCoverFleeState.TryToFindCover[edit]

function TryToFindCover ()

Overrides: @AttackMoveToCoverBaseState.TryToFindCover


@AttackRecoverEnemyState[edit]

Extends: @AttackHuntState

Ignores: EnemyNotVisible

@AttackRecoverEnemyState.BeginState[edit]

event BeginState ()

Overrides: @AttackHuntState.BeginState


@AttackRecoverEnemyState.BlockFiring[edit]

function BlockFiring ()

Overrides: @AttackHuntState.BlockFiring


@AttackRecoverEnemyState.FaceTarget[edit]

function bool FaceTarget (float F)

Overrides: @AttackHuntState.FaceTarget


@AttackRetreatState[edit]

Extends: @MoveToGoalWithEnemyState

Ignores: EnemyInLeapRange, EnemyInMeleeRange, EnemyNotVisible

@AttackRetreatState.MayFall[edit]

event MayFall ()

Overrides: Controller.MayFall (global)


@AttackRetreatState.CanFire[edit]

function bool CanFire (bool bTest)

Overrides: CanFire (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.FindRetreatDestination[edit]

function bool FindRetreatDestination ()


@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)


@AttackRetreatState.StopFearingEnemy[edit]

function bool StopFearingEnemy ()


@AttackStakeOutCoverState[edit]

Extends: @AttackStakeOutState

Ignores: EnemyNotVisible

@AttackStakeOutCoverState.ContinueStakeOut[edit]

function bool ContinueStakeOut ()

Overrides: @AttackStakeOutState.ContinueStakeOut


@AttackStakeOutCoverState.eventTookDamage[edit]

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

Overrides: @AttackStakeOutState.eventTookDamage


@AttackStakeOutState[edit]

Ignores: EnemyNotVisible

@AttackStakeOutState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@AttackStakeOutState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@AttackStakeOutState.ContinueStakeOut[edit]

function bool ContinueStakeOut ()


@AttackStakeOutState.eventHearNoiseThreat[edit]

singular function eventHearNoiseThreat (float Loudness, Actor NoiseMaker)

Overrides: U2NPCControllerShared.eventHearNoiseThreat (global)


@AttackStakeOutState.eventTookDamage[edit]

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

Overrides: U2NPCControllerBase.eventTookDamage (global)


@AttackStakeOutState.MaybeSetEnemy[edit]

function bool MaybeSetEnemy (Pawn NewEnemy, optional bool bAlertingOthers)

Overrides: U2NPCControllerShared.MaybeSetEnemy (global)


@AttackStationaryState[edit]

Ignores: HearNoise, NotifyBump, SeeAlertFriend, SeeFriend, SeeOther

@AttackStationaryState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@AttackStationaryState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@AttackStationaryState.EnemyRangeTransition[edit]

event EnemyRangeTransition (float Distance)

Overrides: Controller.EnemyRangeTransition (global)


@AttackStationaryState.CanUseStillAnimations[edit]

function bool CanUseStillAnimations ()

Overrides: CanUseStillAnimations (global)


@AttackStationaryState.eventEnemyNotVisible[edit]

function eventEnemyNotVisible ()

Overrides: U2NPCControllerScriptable.eventEnemyNotVisible (global)


@AttackStationaryState.eventSeeEnemy[edit]

function eventSeeEnemy (Pawn Seen)

Overrides: U2NPCControllerShared.eventSeeEnemy (global)


@AttackStationaryState.IgnoreTargetRange[edit]

function bool IgnoreTargetRange ()

Overrides: U2NPCControllerShared.IgnoreTargetRange (global)


@AttackStationaryState.InitializeState[edit]

function InitializeState ()

Overrides: U2NPCControllerBase.InitializeState (global)


@AttackStationaryState.KeepAttacking[edit]

function KeepAttacking ()


@AttackStationaryState.SetValidFiringLocation[edit]

function bool SetValidFiringLocation (bool bTryRight, float Distance, out byte bBlocked)


@AttackStationaryState.SharedTimerEvent[edit]

function SharedTimerEvent ()

Overrides: U2NPCControllerShared.SharedTimerEvent (global)


@AttackStationaryState.ShouldAbortState[edit]

function bool ShouldAbortState ()


@AttackStationaryState.StopFiring[edit]

function StopFiring (float SuggestedFireAgainDelay, Controller.EStopFiringInfo SFInfo)

Overrides: StopFiring (global)


@AttackTacticalMoveMeleeState[edit]

Extends: @AttackTacticalMoveState

Ignores: HearNoise, NotifyBump, SeeAlertFriend, SeeFriend, SeeOther

@AttackTacticalMoveMeleeState.UpdateTacticalMoveBehavior[edit]

function UpdateTacticalMoveBehavior ()

Overrides: @AttackTacticalMoveState.UpdateTacticalMoveBehavior


@AttackTacticalMoveState[edit]

Ignores: HearNoise, NotifyBump, SeeAlertFriend, 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.CanFire[edit]

function bool CanFire (bool bTest)

Overrides: CanFire (global)


@AttackTacticalMoveState.eventEnemyNotVisible[edit]

function eventEnemyNotVisible ()

Overrides: U2NPCControllerScriptable.eventEnemyNotVisible (global)


@AttackTacticalMoveState.FearThisSpot[edit]

function FearThisSpot (Actor aSpot)

Overrides: U2NPCControllerShared.FearThisSpot (global)


@AttackTacticalMoveState.PawnIsInPain[edit]

function PawnIsInPain (PhysicsVolume PainVolume)

Overrides: Controller.PawnIsInPain (global)


@AttackTacticalMoveState.PickDestination[edit]

function PickDestination (bool bCanCharge)


@AttackTacticalMoveState.SetFall[edit]

function SetFall ()

Overrides: U2NPCControllerShared.SetFall (global)


@AttackTacticalMoveState.ShotFiredNotification[edit]

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

Overrides: U2NPCControllerShared.ShotFiredNotification (global)


@AttackTacticalMoveState.StartFalling[edit]

function StartFalling ()

Overrides: Controller.StartFalling (global)


@AttackTacticalMoveState.UpdateTacticalMoveBehavior[edit]

function UpdateTacticalMoveBehavior ()


@AttackTacticalRetreatMeleeState[edit]

Extends: @AttackTacticalRetreatState

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

@AttackTacticalRetreatMeleeState.UpdateRetreatBehavior[edit]

function UpdateRetreatBehavior ()

Overrides: @AttackTacticalRetreatState.UpdateRetreatBehavior


@AttackTacticalRetreatState[edit]

Extends: @AttackTacticalMoveState

Ignores: HearNoise, NotifyBump, SeeAlertFriend, SeeFriend, SeeOther

@AttackTacticalRetreatState.BeginState[edit]

event BeginState ()

Overrides: @AttackTacticalMoveState.BeginState


@AttackTacticalRetreatState.EndState[edit]

event EndState ()

Overrides: @AttackTacticalMoveState.EndState


@AttackTacticalRetreatState.PickDestination[edit]

function PickDestination (bool bCanCharge)

Overrides: @AttackTacticalMoveState.PickDestination


@AttackTacticalRetreatState.UpdateRetreatBehavior[edit]

function UpdateRetreatBehavior ()


@AttackTauntState[edit]

Extends: @AcquisitionState

Ignores: BeginFalling, EnemyInLeapRange, NotifyLanded

@AttackTauntState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@AttackTauntState.PlayRandomSound[edit]

function PlayRandomSound ()

Overrides: @AcquisitionState.PlayRandomSound


@CantMoveState[edit]

@CoweringState[edit]

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

@CoweringState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@CoweringState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@CoweringState.CanFire[edit]

function bool CanFire (bool bTest)

Overrides: CanFire (global)


@CoweringState.PlayRandomSound[edit]

function PlayRandomSound ()

Overrides: U2NPCControllerBase.PlayRandomSound (global)


@DeadlockedState[edit]

Ignores: HearNoise, NotifyBump, SeeAlertFriend, SeeFriend, SeeOther

@DodgingState[edit]

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

@DodgingState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@DodgingState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@DodgingState.CanDodge[edit]

function bool CanDodge (optional bool bIgnoreFalling)

Overrides: U2NPCControllerShared.CanDodge (global)


@DodgingState.CanFire[edit]

function bool CanFire (bool bTest)

Overrides: CanFire (global)


@DodgingState.EnemyAcquired[edit]

function EnemyAcquired ()

Overrides: EnemyAcquired (global)


@DodgingState.GetDodgeSpeed[edit]

function float GetDodgeSpeed ()


@DodgingState.HandleIncoming[edit]

function HandleIncoming (Actor IncomingActor, Object.Vector IncomingDirection, float IncomingSpeed)

Overrides: U2NPCControllerShared.HandleIncoming (global)


@DodgingState.HandlePanic[edit]

function HandlePanic ()

Overrides: U2NPCControllerBase.HandlePanic (global)


@DodgingState.PlayRandomSound[edit]

function PlayRandomSound ()

Overrides: U2NPCControllerBase.PlayRandomSound (global)


@DodgingState.ReflectNotify[edit]

function ReflectNotify (name NotifyName)

Overrides: U2NPCController.ReflectNotify (global)


@EnemyKilledState[edit]

Ignores: EnemyNotVisible

@EnemyKilledState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@EnemyKilledState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@FindAirState[edit]

Inherits from: U2NPCControllerBase.@FindAirState

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

@FindAirState.NotifyHeadVolumeChange[edit]

event bool NotifyHeadVolumeChange (PhysicsVolume NewHeadVolume)

Overrides: U2NPCControllerBase.@FindAirState.NotifyHeadVolumeChange


@FindAirState.eventEnemyNotVisible[edit]

function eventEnemyNotVisible ()

Overrides: U2NPCControllerScriptable.eventEnemyNotVisible (global)


@FrozenState[edit]

Inherits from: U2NPCControllerBase.@FrozenState

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

@FrozenState.BeginState[edit]

event BeginState ()

Overrides: U2NPCControllerBase.@CantMoveState.BeginState


@FrozenState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@FrozenState.CanFire[edit]

function bool CanFire (bool bTest)

Overrides: CanFire (global)


@GameEndedState[edit]

@GameEndedState.PlayRandomSound[edit]

function PlayRandomSound ()

Overrides: U2NPCControllerBase.PlayRandomSound (global)


@GameEndedState.SetOrders[edit]

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

Overrides: SetOrders (global)


@HandleInvalidLandingState[edit]

Inherits from: U2NPCControllerBase.@HandleInvalidLandingState

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

@HandleInvalidLandingState.BeginState[edit]

event BeginState ()

Overrides: U2NPCControllerBase.@HandleInvalidLandingState.BeginState


@HandleInvalidLandingState.EndState[edit]

event EndState ()

Overrides: U2NPCControllerBase.@HandleInvalidLandingState.EndState


@HandleInvalidLandingState.EnemyAcquired[edit]

function EnemyAcquired ()

Overrides: U2NPCControllerBase.@HandleInvalidLandingState.EnemyAcquired


@HandleInvalidLandingState.HandledInvalidLanding[edit]

function HandledInvalidLanding ()

Overrides: U2NPCControllerBase.@HandleInvalidLandingState.HandledInvalidLanding


@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.CheckHoldActor[edit]

function bool CheckHoldActor ()


@HoldingState.SetFocus[edit]

function SetFocus ()


@HoldState[edit]

@HoldState.FearThisSpot[edit]

function FearThisSpot (Actor aSpot)

Overrides: U2NPCControllerShared.FearThisSpot (global)


@HoldState.HandleHoldAtDestination[edit]

function HandleHoldAtDestination ()


@HoldState.PickDestination[edit]

function PickDestination ()


@ImpalingState[edit]

Ignores: BeginFalling, DamageAttitudeTo, EnemyInMeleeRange, EnemyNotVisible, HearNoise, NotifyBump, NotifyHitWall, NotifyLanded, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther

@ImpalingState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@ImpalingState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@ImpalingState.EnemyNotInMeleeRange[edit]

event EnemyNotInMeleeRange ()

Overrides: Controller.EnemyNotInMeleeRange (global)


@ImpalingState.Tick[edit]

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


@ImpalingState.CanFire[edit]

function bool CanFire (bool bTest)

Overrides: CanFire (global)


@ImpalingState.FaceTarget[edit]

function bool FaceTarget (float F)

Overrides: U2NPCControllerShared.FaceTarget (global)


@ImpalingState.HandleKnockDown[edit]

function HandleKnockDown ()

Overrides: HandleKnockDown (global)


@ImpalingState.ImpaleAttackAbort[edit]

function ImpaleAttackAbort ()


@ImpalingState.ImpaleMountVictim[edit]

function ImpaleMountVictim (Pawn Victim)


@ImpalingState.ImpalePawn[edit]

function ImpalePawn ()

Overrides: ImpalePawn (global)


@ImpalingState.ImpaleSetLaunchVector[edit]

function ImpaleSetLaunchVector (Pawn Victim)


@ImpalingState.ImpaleUnMountVictim[edit]

function ImpaleUnMountVictim (Pawn Victim)


@ImpalingState.IsImpaling[edit]

function bool IsImpaling ()

Overrides: IsImpaling (global)


@ImpalingState.PlayRandomSound[edit]

function PlayRandomSound ()

Overrides: U2NPCControllerBase.PlayRandomSound (global)


@ImpalingState.StopFiring[edit]

function StopFiring (float SuggestedFireAgainDelay, Controller.EStopFiringInfo SFInfo)

Overrides: StopFiring (global)


@ImpalingState.UnImpalePawn[edit]

function UnImpalePawn ()

Overrides: UnImpalePawn (global)


@KnockDownState[edit]

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

@KnockDownState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@KnockDownState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


@KnockDownState.CanDodge[edit]

function bool CanDodge (optional bool bIgnoreFalling)

Overrides: U2NPCControllerShared.CanDodge (global)


@KnockDownState.CanDoRagdollHit[edit]

function bool CanDoRagdollHit ()

Overrides: U2NPCController.CanDoRagdollHit (global)


@KnockDownState.CanFire[edit]

function bool CanFire (bool bTest)

Overrides: CanFire (global)


@KnockDownState.EnemyAcquired[edit]

function EnemyAcquired ()

Overrides: EnemyAcquired (global)


@KnockDownState.HandlePanic[edit]

function HandlePanic ()

Overrides: U2NPCControllerBase.HandlePanic (global)


@KnockDownState.KnockDownAnim[edit]

function float KnockDownAnim ()


@KnockDownState.PlayRandomSound[edit]

function PlayRandomSound ()

Overrides: U2NPCControllerBase.PlayRandomSound (global)


@MoveToGoalWithEnemyState[edit]

Extends: U2NPCControllerBase.@MoveToGoalBaseState

@MoveToGoalWithEnemyState.EnemyAcquired[edit]

function EnemyAcquired ()

Overrides: EnemyAcquired (global)


@ScriptedState[edit]

@ScriptedState.BeginState[edit]

event BeginState ()

Overrides: U2NPCControllerBase.@ScriptedState.BeginState


@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.CanFire[edit]

function bool CanFire (bool bTest)

Overrides: CanFire (global)


@ScriptedState.EnemyAcquired[edit]

function EnemyAcquired ()

Overrides: U2NPCControllerBase.@ScriptedState.EnemyAcquired


@ScriptedState.eventAutoBegin[edit]

function eventAutoBegin (name DestinationState, name DestinationLabel)

Overrides: U2NPCControllerBase.@ScriptedState.eventAutoBegin


@ScriptedState.eventBumpAll[edit]

function eventBumpAll (Actor Other)

Overrides: U2NPCControllerShared.eventBumpAll (global)


@ScriptedState.GetTarget[edit]

function Actor GetTarget ()

Overrides: Controller.GetTarget (global)


@ScriptedState.HandleFinishedRotation[edit]

function HandleFinishedRotation ()

Overrides: U2NPCControllerBase.@ScriptedState.HandleFinishedRotation


@ScriptedState.IsRepeatFire[edit]

function bool IsRepeatFire (bool bPrimary)

Overrides: U2NPCControllerScriptable.IsRepeatFire (global)


@ScriptedState.MaybeFire[edit]

function MaybeFire (byte bUseAltMode)

Overrides: U2NPCControllerScriptable.MaybeFire (global)


@ScriptedState.ShouldTryToLead[edit]

function bool ShouldTryToLead (Actor TargetActor, float TargetDistance, bool bTrySplash)

Overrides: U2NPCControllerShared.ShouldTryToLead (global)


@ScriptedState.StopFiringUpdate[edit]

function StopFiringUpdate (float SuggestedFireAgainDelay)

Overrides: StopFiringUpdate (global)


@ScriptedState.TestAimLocation[edit]

function bool TestAimLocation (Object.Vector ProjStart, float ProjSpeed, Actor TargetActor, Object.Vector AimLocation, float MaxMissDistance, bool bCanHitOtherPawns)

Overrides: U2NPCControllerShared.TestAimLocation (global)


@ScriptedState.TimeSinceTargetLastSeen[edit]

function float TimeSinceTargetLastSeen (Actor TargetActor)

Overrides: Controller.TimeSinceTargetLastSeen (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)


@TestMoveState[edit]

Inherits from: U2NPCControllerBase.@TestMoveState

Ignores: EnemyNotVisible

@TestMoveState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@WanderingPanicState[edit]

Inherits from: U2NPCControllerBase.@WanderingPanicState

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

@WanderingPanicState.BeginState[edit]

event BeginState ()

Overrides: U2NPCControllerBase.@WanderingPanicState.BeginState


@WanderingPanicState.EndState[edit]

event EndState ()

Overrides: U2NPCControllerBase.@WanderingPanicState.EndState


@WanderingPanicState.EndPanic[edit]

function EndPanic ()

Overrides: EndPanic (global)


@WanderingState[edit]

Inherits from: U2NPCControllerBase.@WanderingState

Ignores: EnemyNotVisible

@WanderingState.FearThisSpot[edit]

function FearThisSpot (Actor aSpot)

Overrides: U2NPCControllerShared.FearThisSpot (global)


@WanderingState.GetExtraWanderDistance[edit]

function float GetExtraWanderDistance ()

Overrides: U2NPCControllerBase.@WanderingState.GetExtraWanderDistance


@WanderingState.PickDestination[edit]

function bool PickDestination ()

Overrides: U2NPCControllerBase.@WanderingState.PickDestination


@WanderingState.SetWanderMoveSpeed[edit]

function SetWanderMoveSpeed ()

Overrides: U2NPCControllerBase.@WanderingState.SetWanderMoveSpeed


@WanderingState.ShouldWanderPause[edit]

function bool ShouldWanderPause ()

Overrides: U2NPCControllerBase.@WanderingState.ShouldWanderPause