My program doesn't have bugs. It just develops random features.

UE2:U2NPCControllerBasic states (U2XMP)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search

Contents

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

States

@AcquisitionState

Ignores: BeginFalling, EnemyInLeapRange, NotifyLanded

@AcquisitionState.EndState

event EndState ()

Overrides: Object.EndState (global)


@AcquisitionState.CanFire

function bool CanFire (bool bTest)

Overrides: CanFire (global)


@AcquisitionState.eventHearNoiseThreat

singular function eventHearNoiseThreat (float Loudness, Actor NoiseMaker)

Overrides: U2NPCControllerShared.eventHearNoiseThreat (global)


@AcquisitionState.eventSeeEnemy

function eventSeeEnemy (Pawn Seen)

Overrides: U2NPCControllerShared.eventSeeEnemy (global)


@AcquisitionState.eventTookDamage

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

Overrides: U2NPCControllerBase.eventTookDamage (global)


@AcquisitionState.PlayRandomSound

function PlayRandomSound ()

Overrides: U2NPCControllerBase.PlayRandomSound (global)


@AcquisitionState.ShotFiredNotification

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

Overrides: U2NPCControllerShared.ShotFiredNotification (global)


@AttackCloseChargeState

Extends: @AttackCloseState

Ignores: HearNoise, SeeAlertFriend, SeeFriend, SeeOther

@AttackCloseChargeState.eventBumpEnemy

function eventBumpEnemy (Pawn Other)

Overrides: U2NPCControllerShared.eventBumpEnemy (global)


@AttackCloseChargeState.eventBumpFriend

function eventBumpFriend (Pawn Other)

Overrides: U2NPCControllerShared.eventBumpFriend (global)


@AttackCloseChargeState.GetPredictedCloseLocation

function bool GetPredictedCloseLocation (out Object.Vector PredictedLocation)

Overrides: @AttackCloseState.GetPredictedCloseLocation


@AttackCloseChargeState.GetTacticalMoveType

function Actor.ETacticalMoveType GetTacticalMoveType ()

Overrides: @AttackCloseState.GetTacticalMoveType


@AttackCloseChargeState.HandleBump

function HandleBump (Pawn Other, bool bEnemy)

Overrides: HandleBump (global)


@AttackCloseState

Extends: @MoveToGoalWithEnemyState

Ignores: HearNoise, SeeAlertFriend, SeeFriend, SeeOther

@AttackCloseState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@AttackCloseState.EndState

event EndState ()

Overrides: Object.EndState (global)


@AttackCloseState.MayFall

event MayFall ()

Overrides: Controller.MayFall (global)


@AttackCloseState.CanFire

function bool CanFire (bool bTest)

Overrides: CanFire (global)


@AttackCloseState.CloseRequiresPathing

function bool CloseRequiresPathing ()


@AttackCloseState.eventEnemyNotVisible

function eventEnemyNotVisible ()

Overrides: U2NPCControllerScriptable.eventEnemyNotVisible (global)


@AttackCloseState.eventTookDamage

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

Overrides: U2NPCControllerBase.eventTookDamage (global)


@AttackCloseState.FaceTarget

function bool FaceTarget (float F)

Overrides: U2NPCControllerShared.FaceTarget (global)


@AttackCloseState.FearThisSpot

function FearThisSpot (Actor aSpot)

Overrides: U2NPCControllerShared.FearThisSpot (global)


@AttackCloseState.FindAlternativeClosePath

function bool FindAlternativeClosePath (Actor Focus)


@AttackCloseState.GetPredictedCloseLocation

function bool GetPredictedCloseLocation (out Object.Vector PredictedLocation)


@AttackCloseState.GetTacticalMoveType

function Actor.ETacticalMoveType GetTacticalMoveType ()

Overrides: U2NPCControllerBase.GetTacticalMoveType (global)


@AttackCloseState.SetChargeDestination

function U2NPCControllerShared.EDestinationResult SetChargeDestination ()


@AttackCloseState.StrafeFromDamage

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

Overrides: StrafeFromDamage (global)


@AttackCloseState.TryStrafe

function bool TryStrafe (Object.Vector SideDir)


@AttackCloseState.TryToCloseDodge

function TryToCloseDodge (bool bLeft)


@AttackCloseState.TryToDodge

function TryToDodge (Object.Vector DuckDir, bool bDuckLeft)

Overrides: U2NPCControllerShared.TryToDodge (global)


@AttackFallbackState

Extends: @MoveToGoalWithEnemyState

@AttackFallbackState.MayFall

event MayFall ()

Overrides: Controller.MayFall (global)


@AttackFallbackState.CanFire

function bool CanFire (bool bTest)

Overrides: CanFire (global)


@AttackFallbackState.eventBumpEnemy

function eventBumpEnemy (Pawn Other)

Overrides: U2NPCControllerShared.eventBumpEnemy (global)


@AttackFallbackState.eventEnemyNotVisible

function eventEnemyNotVisible ()

Overrides: U2NPCControllerScriptable.eventEnemyNotVisible (global)


@AttackFallbackState.eventHearNoiseThreat

singular function eventHearNoiseThreat (float Loudness, Actor NoiseMaker)

Overrides: U2NPCControllerShared.eventHearNoiseThreat (global)


@AttackFallbackState.eventSeeEnemy

function eventSeeEnemy (Pawn Seen)

Overrides: U2NPCControllerShared.eventSeeEnemy (global)


@AttackFallbackState.FaceTarget

function bool FaceTarget (float F)

Overrides: U2NPCControllerShared.FaceTarget (global)


@AttackFallbackState.GetFinalDestinationActor

function Actor GetFinalDestinationActor ()


@AttackFallbackState.GetReachedDestinationDistance

function float GetReachedDestinationDistance ()


@AttackFallbackState.GetTacticalMoveType

function Actor.ETacticalMoveType GetTacticalMoveType ()

Overrides: U2NPCControllerBase.GetTacticalMoveType (global)


@AttackFallbackState.HandleReachedOrdersObject

function HandleReachedOrdersObject ()


@AttackFallbackState.HasReachedOrdersObject

function bool HasReachedOrdersObject ()


@AttackFallbackState.OverrideSpecialAttraction

function bool OverrideSpecialAttraction ()


@AttackFallbackState.PickDestination

function PickDestination ()


@AttackFallbackState.ShouldClearSpecialColliders

function bool ShouldClearSpecialColliders ()

Overrides: U2NPCControllerShared.ShouldClearSpecialColliders (global)


@AttackHuntState

Ignores: EnemyNotVisible

@AttackHuntState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@AttackHuntState.EndState

event EndState ()

Overrides: Object.EndState (global)


@AttackHuntState.MayFall

event MayFall ()

Overrides: Controller.MayFall (global)


@AttackHuntState.BlockFiring

function BlockFiring ()


@AttackHuntState.CanFire

function bool CanFire (bool bTest)

Overrides: CanFire (global)


@AttackHuntState.EnemyAcquired

function EnemyAcquired ()

Overrides: EnemyAcquired (global)


@AttackHuntState.eventBumpEnemy

function eventBumpEnemy (Pawn Other)

Overrides: U2NPCControllerShared.eventBumpEnemy (global)


@AttackHuntState.eventHearNoiseThreat

singular function eventHearNoiseThreat (float Loudness, Actor NoiseMaker)

Overrides: U2NPCControllerShared.eventHearNoiseThreat (global)


@AttackHuntState.eventTookDamage

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

Overrides: U2NPCControllerBase.eventTookDamage (global)


@AttackHuntState.FaceTarget

function bool FaceTarget (float F)

Overrides: U2NPCControllerShared.FaceTarget (global)


@AttackHuntState.FearThisSpot

function FearThisSpot (Actor aSpot)

Overrides: U2NPCControllerShared.FearThisSpot (global)


@AttackHuntState.FindViewSpot

function bool FindViewSpot ()


@AttackHuntState.HandleRecoveredEnemy

function HandleRecoveredEnemy ()

Overrides: HandleRecoveredEnemy (global)


@AttackHuntState.IsFacingTarget

function bool IsFacingTarget (Actor Target, float CosMinFacingAngle)

Overrides: Controller.IsFacingTarget (global)


@AttackHuntState.MaybeClearHuntingEnemy

function MaybeClearHuntingEnemy ()


@AttackHuntState.MaybeSetEnemy

function bool MaybeSetEnemy (Pawn NewEnemy, optional bool bAlertingOthers)

Overrides: U2NPCControllerShared.MaybeSetEnemy (global)


@AttackHuntState.PickDestination

function PickDestination ()


@AttackHuntState.ReduceThreat

function bool ReduceThreat ()

Overrides: U2NPCControllerShared.ReduceThreat (global)


@AttackHuntState.SpecialHuntDestination

function bool SpecialHuntDestination ()


@AttackLeapState

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

@AttackLeapState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@AttackLeapState.EndState

event EndState ()

Overrides: Object.EndState (global)


@AttackLeapState.NotifyHitWall

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

Overrides: Controller.NotifyHitWall (global)


@AttackLeapState.AbortedLeap

function AbortedLeap ()


@AttackLeapState.CanFire

function bool CanFire (bool bTest)

Overrides: CanFire (global)


@AttackLeapState.DoLeapAttack

function DoLeapAttack (Object.Rotator LeapRotation, float LeapSpeed)


@AttackLeapState.eventBumpEnemy

function eventBumpEnemy (Pawn Other)

Overrides: U2NPCControllerShared.eventBumpEnemy (global)


@AttackLeapState.FakeNotifyLeapBeginTimer

function FakeNotifyLeapBeginTimer ()

Overrides: FakeNotifyLeapBeginTimer (global)


@AttackLeapState.FinishedLeap

function FinishedLeap ()


@AttackLeapState.GetLeapDamage

function int GetLeapDamage (Pawn Other)


@AttackLeapState.GetLeapMomentumTransfer

function Object.Vector GetLeapMomentumTransfer (Pawn Other)


@AttackLeapState.NotifyLeapBegin

function NotifyLeapBegin ()

Overrides: NotifyLeapBegin (global)


@AttackLeapState.PlayRandomSound

function PlayRandomSound ()

Overrides: U2NPCControllerBase.PlayRandomSound (global)


@AttackLeapState.ReflectNotify

function ReflectNotify (name NotifyName)

Overrides: U2NPCController.ReflectNotify (global)


@AttackLeapState.TryToDodge

function TryToDodge (Object.Vector DuckDir, bool bDuckLeft)

Overrides: U2NPCControllerShared.TryToDodge (global)


@AttackMeleeState

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

@AttackMeleeState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@AttackMeleeState.EndState

event EndState ()

Overrides: Object.EndState (global)


@AttackMeleeState.EnemyNotInMeleeRange

event EnemyNotInMeleeRange ()

Overrides: Controller.EnemyNotInMeleeRange (global)


@AttackMeleeState.CanDodge

function bool CanDodge (optional bool bIgnoreFalling)

Overrides: U2NPCControllerShared.CanDodge (global)


@AttackMeleeState.CanFire

function bool CanFire (bool bTest)

Overrides: CanFire (global)


@AttackMeleeState.eventEnemyNotVisible

function eventEnemyNotVisible ()

Overrides: U2NPCControllerScriptable.eventEnemyNotVisible (global)


@AttackMeleeState.NotifyMeleeDamagedEnemy

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

Overrides: U2NPCControllerShared.NotifyMeleeDamagedEnemy (global)


@AttackMeleeState.PlayRandomSound

function PlayRandomSound ()

Overrides: U2NPCControllerBase.PlayRandomSound (global)


@AttackMoveToCoverBaseState

Extends: @AttackFallbackState

Ignores: HearNoise, SeeAlertFriend, SeeFriend, SeeOther

@AttackMoveToCoverBaseState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@AttackMoveToCoverBaseState.eventBumpEnemy

function eventBumpEnemy (Pawn Other)

Overrides: @AttackFallbackState.eventBumpEnemy


@AttackMoveToCoverBaseState.FindCoverActor

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

Overrides: FindCoverActor (global)


@AttackMoveToCoverBaseState.GetFinalDestinationActor

function Actor GetFinalDestinationActor ()

Overrides: @AttackFallbackState.GetFinalDestinationActor


@AttackMoveToCoverBaseState.GetReachedDestinationDistance

function float GetReachedDestinationDistance ()

Overrides: @AttackFallbackState.GetReachedDestinationDistance


@AttackMoveToCoverBaseState.PickDestination

function PickDestination ()

Overrides: @AttackFallbackState.PickDestination


@AttackMoveToCoverBaseState.SetCurrentCoverSpot

function SetCurrentCoverSpot (CoverSpot NewCoverSpot)


@AttackMoveToCoverBaseState.ShouldClearSpecialColliders

function bool ShouldClearSpecialColliders ()

Overrides: @AttackFallbackState.ShouldClearSpecialColliders


@AttackMoveToCoverBaseState.TryToFindCover

function TryToFindCover ()


@AttackMoveToCoverBaseState.VerifyCoverSpot

function bool VerifyCoverSpot ()


@AttackMoveToCoverCombatState

Extends: @AttackMoveToCoverBaseState

Ignores: HearNoise, SeeAlertFriend, SeeEnemy, SeeFriend, SeeOther

@AttackMoveToCoverCombatState.eventEnemyNotVisible

function eventEnemyNotVisible ()

Overrides: @AttackFallbackState.eventEnemyNotVisible


@AttackMoveToCoverCombatState.FaceTarget

function bool FaceTarget (float F)

Overrides: @AttackFallbackState.FaceTarget


@AttackMoveToCoverCombatState.GetTacticalMoveType

function Actor.ETacticalMoveType GetTacticalMoveType ()

Overrides: @AttackFallbackState.GetTacticalMoveType


@AttackMoveToCoverCombatState.PickDestination

function PickDestination ()

Overrides: @AttackMoveToCoverBaseState.PickDestination


@AttackMoveToCoverCombatState.TryToFindCover

function TryToFindCover ()

Overrides: @AttackMoveToCoverBaseState.TryToFindCover


@AttackMoveToCoverFleeState

Extends: @AttackMoveToCoverBaseState

Ignores: HearNoise, SeeAlertFriend, SeeFriend, SeeOther

@AttackMoveToCoverFleeState.FaceTarget

function bool FaceTarget (float F)

Overrides: @AttackFallbackState.FaceTarget


@AttackMoveToCoverFleeState.TryToFindCover

function TryToFindCover ()

Overrides: @AttackMoveToCoverBaseState.TryToFindCover


@AttackRecoverEnemyState

Extends: @AttackHuntState

Ignores: EnemyNotVisible

@AttackRecoverEnemyState.BeginState

event BeginState ()

Overrides: @AttackHuntState.BeginState


@AttackRecoverEnemyState.BlockFiring

function BlockFiring ()

Overrides: @AttackHuntState.BlockFiring


@AttackRecoverEnemyState.FaceTarget

function bool FaceTarget (float F)

Overrides: @AttackHuntState.FaceTarget


@AttackRetreatState

Extends: @MoveToGoalWithEnemyState

Ignores: EnemyInLeapRange, EnemyInMeleeRange, EnemyNotVisible

@AttackRetreatState.MayFall

event MayFall ()

Overrides: Controller.MayFall (global)


@AttackRetreatState.CanFire

function bool CanFire (bool bTest)

Overrides: CanFire (global)


@AttackRetreatState.ChangeDestination

function ChangeDestination ()


@AttackRetreatState.eventBumpEnemy

function eventBumpEnemy (Pawn Other)

Overrides: U2NPCControllerShared.eventBumpEnemy (global)


@AttackRetreatState.eventHearNoiseThreat

singular function eventHearNoiseThreat (float Loudness, Actor NoiseMaker)

Overrides: U2NPCControllerShared.eventHearNoiseThreat (global)


@AttackRetreatState.eventSeeEnemy

function eventSeeEnemy (Pawn Seen)

Overrides: U2NPCControllerShared.eventSeeEnemy (global)


@AttackRetreatState.FindRetreatDestination

function bool FindRetreatDestination ()


@AttackRetreatState.PickDestination

function PickDestination ()


@AttackRetreatState.PickNextSpot

function PickNextSpot ()


@AttackRetreatState.ReachedHome

function ReachedHome ()


@AttackRetreatState.ShotFiredNotification

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

Overrides: U2NPCControllerShared.ShotFiredNotification (global)


@AttackRetreatState.StopFearingEnemy

function bool StopFearingEnemy ()


@AttackStakeOutCoverState

Extends: @AttackStakeOutState

Ignores: EnemyNotVisible

@AttackStakeOutCoverState.ContinueStakeOut

function bool ContinueStakeOut ()

Overrides: @AttackStakeOutState.ContinueStakeOut


@AttackStakeOutCoverState.eventTookDamage

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

Overrides: @AttackStakeOutState.eventTookDamage


@AttackStakeOutState

Ignores: EnemyNotVisible

@AttackStakeOutState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@AttackStakeOutState.EndState

event EndState ()

Overrides: Object.EndState (global)


@AttackStakeOutState.ContinueStakeOut

function bool ContinueStakeOut ()


@AttackStakeOutState.eventHearNoiseThreat

singular function eventHearNoiseThreat (float Loudness, Actor NoiseMaker)

Overrides: U2NPCControllerShared.eventHearNoiseThreat (global)


@AttackStakeOutState.eventTookDamage

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

Overrides: U2NPCControllerBase.eventTookDamage (global)


@AttackStakeOutState.MaybeSetEnemy

function bool MaybeSetEnemy (Pawn NewEnemy, optional bool bAlertingOthers)

Overrides: U2NPCControllerShared.MaybeSetEnemy (global)


@AttackStationaryState

Ignores: HearNoise, NotifyBump, SeeAlertFriend, SeeFriend, SeeOther

@AttackStationaryState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@AttackStationaryState.EndState

event EndState ()

Overrides: Object.EndState (global)


@AttackStationaryState.EnemyRangeTransition

event EnemyRangeTransition (float Distance)

Overrides: Controller.EnemyRangeTransition (global)


@AttackStationaryState.CanUseStillAnimations

function bool CanUseStillAnimations ()

Overrides: CanUseStillAnimations (global)


@AttackStationaryState.eventEnemyNotVisible

function eventEnemyNotVisible ()

Overrides: U2NPCControllerScriptable.eventEnemyNotVisible (global)


@AttackStationaryState.eventSeeEnemy

function eventSeeEnemy (Pawn Seen)

Overrides: U2NPCControllerShared.eventSeeEnemy (global)


@AttackStationaryState.IgnoreTargetRange

function bool IgnoreTargetRange ()

Overrides: U2NPCControllerShared.IgnoreTargetRange (global)


@AttackStationaryState.InitializeState

function InitializeState ()

Overrides: U2NPCControllerBase.InitializeState (global)


@AttackStationaryState.KeepAttacking

function KeepAttacking ()


@AttackStationaryState.SetValidFiringLocation

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


@AttackStationaryState.SharedTimerEvent

function SharedTimerEvent ()

Overrides: U2NPCControllerShared.SharedTimerEvent (global)


@AttackStationaryState.ShouldAbortState

function bool ShouldAbortState ()


@AttackStationaryState.StopFiring

function StopFiring (float SuggestedFireAgainDelay, Controller.EStopFiringInfo SFInfo)

Overrides: StopFiring (global)


@AttackTacticalMoveMeleeState

Extends: @AttackTacticalMoveState

Ignores: HearNoise, NotifyBump, SeeAlertFriend, SeeFriend, SeeOther

@AttackTacticalMoveMeleeState.UpdateTacticalMoveBehavior

function UpdateTacticalMoveBehavior ()

Overrides: @AttackTacticalMoveState.UpdateTacticalMoveBehavior


@AttackTacticalMoveState

Ignores: HearNoise, NotifyBump, SeeAlertFriend, SeeFriend, SeeOther

@AttackTacticalMoveState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@AttackTacticalMoveState.EndState

event EndState ()

Overrides: Object.EndState (global)


@AttackTacticalMoveState.NotifyHitWall

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

Overrides: Controller.NotifyHitWall (global)


@AttackTacticalMoveState.CanFire

function bool CanFire (bool bTest)

Overrides: CanFire (global)


@AttackTacticalMoveState.eventEnemyNotVisible

function eventEnemyNotVisible ()

Overrides: U2NPCControllerScriptable.eventEnemyNotVisible (global)


@AttackTacticalMoveState.FearThisSpot

function FearThisSpot (Actor aSpot)

Overrides: U2NPCControllerShared.FearThisSpot (global)


@AttackTacticalMoveState.PawnIsInPain

function PawnIsInPain (PhysicsVolume PainVolume)

Overrides: Controller.PawnIsInPain (global)


@AttackTacticalMoveState.PickDestination

function PickDestination (bool bCanCharge)


@AttackTacticalMoveState.SetFall

function SetFall ()

Overrides: U2NPCControllerShared.SetFall (global)


@AttackTacticalMoveState.ShotFiredNotification

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

Overrides: U2NPCControllerShared.ShotFiredNotification (global)


@AttackTacticalMoveState.StartFalling

function StartFalling ()

Overrides: Controller.StartFalling (global)


@AttackTacticalMoveState.UpdateTacticalMoveBehavior

function UpdateTacticalMoveBehavior ()


@AttackTacticalRetreatMeleeState

Extends: @AttackTacticalRetreatState

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

@AttackTacticalRetreatMeleeState.UpdateRetreatBehavior

function UpdateRetreatBehavior ()

Overrides: @AttackTacticalRetreatState.UpdateRetreatBehavior


@AttackTacticalRetreatState

Extends: @AttackTacticalMoveState

Ignores: HearNoise, NotifyBump, SeeAlertFriend, SeeFriend, SeeOther

@AttackTacticalRetreatState.BeginState

event BeginState ()

Overrides: @AttackTacticalMoveState.BeginState


@AttackTacticalRetreatState.EndState

event EndState ()

Overrides: @AttackTacticalMoveState.EndState


@AttackTacticalRetreatState.PickDestination

function PickDestination (bool bCanCharge)

Overrides: @AttackTacticalMoveState.PickDestination


@AttackTacticalRetreatState.UpdateRetreatBehavior

function UpdateRetreatBehavior ()


@AttackTauntState

Extends: @AcquisitionState

Ignores: BeginFalling, EnemyInLeapRange, NotifyLanded

@AttackTauntState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@AttackTauntState.PlayRandomSound

function PlayRandomSound ()

Overrides: @AcquisitionState.PlayRandomSound


@CantMoveState

@CoweringState

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

@CoweringState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@CoweringState.EndState

event EndState ()

Overrides: Object.EndState (global)


@CoweringState.CanFire

function bool CanFire (bool bTest)

Overrides: CanFire (global)


@CoweringState.PlayRandomSound

function PlayRandomSound ()

Overrides: U2NPCControllerBase.PlayRandomSound (global)


@DeadlockedState

Ignores: HearNoise, NotifyBump, SeeAlertFriend, SeeFriend, SeeOther

@DodgingState

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

@DodgingState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@DodgingState.EndState

event EndState ()

Overrides: Object.EndState (global)


@DodgingState.CanDodge

function bool CanDodge (optional bool bIgnoreFalling)

Overrides: U2NPCControllerShared.CanDodge (global)


@DodgingState.CanFire

function bool CanFire (bool bTest)

Overrides: CanFire (global)


@DodgingState.EnemyAcquired

function EnemyAcquired ()

Overrides: EnemyAcquired (global)


@DodgingState.GetDodgeSpeed

function float GetDodgeSpeed ()


@DodgingState.HandleIncoming

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

Overrides: U2NPCControllerShared.HandleIncoming (global)


@DodgingState.HandlePanic

function HandlePanic ()

Overrides: U2NPCControllerBase.HandlePanic (global)


@DodgingState.PlayRandomSound

function PlayRandomSound ()

Overrides: U2NPCControllerBase.PlayRandomSound (global)


@DodgingState.ReflectNotify

function ReflectNotify (name NotifyName)

Overrides: U2NPCController.ReflectNotify (global)


@EnemyKilledState

Ignores: EnemyNotVisible

@EnemyKilledState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@EnemyKilledState.EndState

event EndState ()

Overrides: Object.EndState (global)


@FindAirState

Inherits from: U2NPCControllerBase.@FindAirState

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

@FindAirState.NotifyHeadVolumeChange

event bool NotifyHeadVolumeChange (PhysicsVolume NewHeadVolume)

Overrides: U2NPCControllerBase.@FindAirState.NotifyHeadVolumeChange


@FindAirState.eventEnemyNotVisible

function eventEnemyNotVisible ()

Overrides: U2NPCControllerScriptable.eventEnemyNotVisible (global)


@FrozenState

Inherits from: U2NPCControllerBase.@FrozenState

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

@FrozenState.BeginState

event BeginState ()

Overrides: U2NPCControllerBase.@CantMoveState.BeginState


@FrozenState.EndState

event EndState ()

Overrides: Object.EndState (global)


@FrozenState.CanFire

function bool CanFire (bool bTest)

Overrides: CanFire (global)


@GameEndedState

@GameEndedState.PlayRandomSound

function PlayRandomSound ()

Overrides: U2NPCControllerBase.PlayRandomSound (global)


@GameEndedState.SetOrders

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

Overrides: SetOrders (global)


@HandleInvalidLandingState

Inherits from: U2NPCControllerBase.@HandleInvalidLandingState

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

@HandleInvalidLandingState.BeginState

event BeginState ()

Overrides: U2NPCControllerBase.@HandleInvalidLandingState.BeginState


@HandleInvalidLandingState.EndState

event EndState ()

Overrides: U2NPCControllerBase.@HandleInvalidLandingState.EndState


@HandleInvalidLandingState.EnemyAcquired

function EnemyAcquired ()

Overrides: U2NPCControllerBase.@HandleInvalidLandingState.EnemyAcquired


@HandleInvalidLandingState.HandledInvalidLanding

function HandledInvalidLanding ()

Overrides: U2NPCControllerBase.@HandleInvalidLandingState.HandledInvalidLanding


@HoldingState

@HoldingState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@HoldingState.EndState

event EndState ()

Overrides: Object.EndState (global)


@HoldingState.NotifyLanded

event bool NotifyLanded (Object.Vector HitNormal)

Overrides: Controller.NotifyLanded (global)


@HoldingState.CheckHoldActor

function bool CheckHoldActor ()


@HoldingState.SetFocus

function SetFocus ()


@HoldState

@HoldState.FearThisSpot

function FearThisSpot (Actor aSpot)

Overrides: U2NPCControllerShared.FearThisSpot (global)


@HoldState.HandleHoldAtDestination

function HandleHoldAtDestination ()


@HoldState.PickDestination

function PickDestination ()


@ImpalingState

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

@ImpalingState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@ImpalingState.EndState

event EndState ()

Overrides: Object.EndState (global)


@ImpalingState.EnemyNotInMeleeRange

event EnemyNotInMeleeRange ()

Overrides: Controller.EnemyNotInMeleeRange (global)


@ImpalingState.Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


@ImpalingState.CanFire

function bool CanFire (bool bTest)

Overrides: CanFire (global)


@ImpalingState.FaceTarget

function bool FaceTarget (float F)

Overrides: U2NPCControllerShared.FaceTarget (global)


@ImpalingState.HandleKnockDown

function HandleKnockDown ()

Overrides: HandleKnockDown (global)


@ImpalingState.ImpaleAttackAbort

function ImpaleAttackAbort ()


@ImpalingState.ImpaleMountVictim

function ImpaleMountVictim (Pawn Victim)


@ImpalingState.ImpalePawn

function ImpalePawn ()

Overrides: ImpalePawn (global)


@ImpalingState.ImpaleSetLaunchVector

function ImpaleSetLaunchVector (Pawn Victim)


@ImpalingState.ImpaleUnMountVictim

function ImpaleUnMountVictim (Pawn Victim)


@ImpalingState.IsImpaling

function bool IsImpaling ()

Overrides: IsImpaling (global)


@ImpalingState.PlayRandomSound

function PlayRandomSound ()

Overrides: U2NPCControllerBase.PlayRandomSound (global)


@ImpalingState.StopFiring

function StopFiring (float SuggestedFireAgainDelay, Controller.EStopFiringInfo SFInfo)

Overrides: StopFiring (global)


@ImpalingState.UnImpalePawn

function UnImpalePawn ()

Overrides: UnImpalePawn (global)


@KnockDownState

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

@KnockDownState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@KnockDownState.EndState

event EndState ()

Overrides: Object.EndState (global)


@KnockDownState.CanDodge

function bool CanDodge (optional bool bIgnoreFalling)

Overrides: U2NPCControllerShared.CanDodge (global)


@KnockDownState.CanDoRagdollHit

function bool CanDoRagdollHit ()

Overrides: U2NPCController.CanDoRagdollHit (global)


@KnockDownState.CanFire

function bool CanFire (bool bTest)

Overrides: CanFire (global)


@KnockDownState.EnemyAcquired

function EnemyAcquired ()

Overrides: EnemyAcquired (global)


@KnockDownState.HandlePanic

function HandlePanic ()

Overrides: U2NPCControllerBase.HandlePanic (global)


@KnockDownState.KnockDownAnim

function float KnockDownAnim ()


@KnockDownState.PlayRandomSound

function PlayRandomSound ()

Overrides: U2NPCControllerBase.PlayRandomSound (global)


@MoveToGoalWithEnemyState

Extends: U2NPCControllerBase.@MoveToGoalBaseState

@MoveToGoalWithEnemyState.EnemyAcquired

function EnemyAcquired ()

Overrides: EnemyAcquired (global)


@ScriptedState

@ScriptedState.BeginState

event BeginState ()

Overrides: U2NPCControllerBase.@ScriptedState.BeginState


@ScriptedState.AdjustAim

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

function bool CanFire (bool bTest)

Overrides: CanFire (global)


@ScriptedState.EnemyAcquired

function EnemyAcquired ()

Overrides: U2NPCControllerBase.@ScriptedState.EnemyAcquired


@ScriptedState.eventAutoBegin

function eventAutoBegin (name DestinationState, name DestinationLabel)

Overrides: U2NPCControllerBase.@ScriptedState.eventAutoBegin


@ScriptedState.eventBumpAll

function eventBumpAll (Actor Other)

Overrides: U2NPCControllerShared.eventBumpAll (global)


@ScriptedState.GetTarget

function Actor GetTarget ()

Overrides: Controller.GetTarget (global)


@ScriptedState.HandleFinishedRotation

function HandleFinishedRotation ()

Overrides: U2NPCControllerBase.@ScriptedState.HandleFinishedRotation


@ScriptedState.IsRepeatFire

function bool IsRepeatFire (bool bPrimary)

Overrides: U2NPCControllerScriptable.IsRepeatFire (global)


@ScriptedState.MaybeFire

function MaybeFire (byte bUseAltMode)

Overrides: U2NPCControllerScriptable.MaybeFire (global)


@ScriptedState.ShouldTryToLead

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

Overrides: U2NPCControllerShared.ShouldTryToLead (global)


@ScriptedState.StopFiringUpdate

function StopFiringUpdate (float SuggestedFireAgainDelay)

Overrides: StopFiringUpdate (global)


@ScriptedState.TestAimLocation

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

Overrides: U2NPCControllerShared.TestAimLocation (global)


@ScriptedState.TimeSinceTargetLastSeen

function float TimeSinceTargetLastSeen (Actor TargetActor)

Overrides: Controller.TimeSinceTargetLastSeen (global)


@ScriptedState.TryToHit

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

Inherits from: U2NPCControllerBase.@TestMoveState

Ignores: EnemyNotVisible

@TestMoveState.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


@WanderingPanicState

Inherits from: U2NPCControllerBase.@WanderingPanicState

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

@WanderingPanicState.BeginState

event BeginState ()

Overrides: U2NPCControllerBase.@WanderingPanicState.BeginState


@WanderingPanicState.EndState

event EndState ()

Overrides: U2NPCControllerBase.@WanderingPanicState.EndState


@WanderingPanicState.EndPanic

function EndPanic ()

Overrides: EndPanic (global)


@WanderingState

Inherits from: U2NPCControllerBase.@WanderingState

Ignores: EnemyNotVisible

@WanderingState.FearThisSpot

function FearThisSpot (Actor aSpot)

Overrides: U2NPCControllerShared.FearThisSpot (global)


@WanderingState.GetExtraWanderDistance

function float GetExtraWanderDistance ()

Overrides: U2NPCControllerBase.@WanderingState.GetExtraWanderDistance


@WanderingState.PickDestination

function bool PickDestination ()

Overrides: U2NPCControllerBase.@WanderingState.PickDestination


@WanderingState.SetWanderMoveSpeed

function SetWanderMoveSpeed ()

Overrides: U2NPCControllerBase.@WanderingState.SetWanderMoveSpeed


@WanderingState.ShouldWanderPause

function bool ShouldWanderPause ()

Overrides: U2NPCControllerBase.@WanderingState.ShouldWanderPause