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UE2:U2NPCControllerScriptable instance functions (U2XMP)
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Object >> Actor >> Controller >> LicenseeController >> AIController >> U2NPCController >> U2NPCControllerScriptable (instance functions) |
Contents
- 1 Instance functions
- 1.1 ActorInRange
- 1.2 ActorOutOfRange
- 1.3 AgentSpecialStateBegin
- 1.4 AgentSpecialStateEnd
- 1.5 AssignScriptController
- 1.6 AutoBegin
- 1.7 AutoEnd
- 1.8 BumpEnemy
- 1.9 BumpFriend
- 1.10 BumpOther
- 1.11 CleanupScriptController
- 1.12 ClearScriptTarget
- 1.13 DestinationReached
- 1.14 DetachScriptController
- 1.15 DialogUnPause
- 1.16 Died
- 1.17 eventAutoBegin
- 1.18 eventBumpEnemy
- 1.19 eventBumpFriend
- 1.20 eventBumpOther
- 1.21 eventDialogUnPaused
- 1.22 eventEnemyNotVisible
- 1.23 eventHearNoiseFriendly
- 1.24 eventHearNoiseOther
- 1.25 eventHearNoiseThreat
- 1.26 eventInheritEnemy
- 1.27 eventSeeAlertFriend
- 1.28 eventSeeEnemy
- 1.29 eventSeeFriend
- 1.30 eventSeeOther
- 1.31 eventTakeDamage
- 1.32 eventTookDamage
- 1.33 GetExtendedInformation
- 1.34 GetScriptedMoveSpeed
- 1.35 HasScript
- 1.36 HearNoiseFriendly
- 1.37 HearNoiseOther
- 1.38 HearNoiseThreat
- 1.39 InheritEnemy
- 1.40 IsDialogPaused
- 1.41 IsRepeatFire
- 1.42 MaybeFire
- 1.43 PawnDied
- 1.44 Possess
- 1.45 ReloadScriptController
- 1.46 ResetScriptController
- 1.47 ScriptedLanding
- 1.48 ScriptReset
- 1.49 SetAimOdds
- 1.50 SetAlert
- 1.51 SetAmmoTypeStr
- 1.52 SetAutoMoveSpeed
- 1.53 SetDirectionalPatrol
- 1.54 SetDormant
- 1.55 SetHeadTrackingEnabled
- 1.56 SetHealth
- 1.57 SetScript
- 1.58 SetScriptedFocus
- 1.59 SetScriptedIdleAnims
- 1.60 SetScriptedMoveSpeedMultiplier
- 1.61 SetScriptedTacticalMoveType
- 1.62 SetXMPHandlingEnabled
- 1.63 Shutdown
- 1.64 TakeDamage
- 1.65 TookDamage
- 1.66 Trigger
- 1.67 TurnToActor
- 1.68 UnderScriptControl
- 1.69 UnuseActor
- 1.70 UseActor
- 1.71 WhatToDoNext
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Instance functions[edit]
ActorInRange[edit]
function final ActorInRange ()
ActorOutOfRange[edit]
function final ActorOutOfRange ()
AgentSpecialStateBegin[edit]
function AgentSpecialStateBegin ()
AgentSpecialStateEnd[edit]
function AgentSpecialStateEnd ()
AssignScriptController[edit]
function bool AssignScriptController (optional class<ScriptControllerInterf> SpecifiedScriptControllerClass)
AutoBegin[edit]
AutoEnd[edit]
function final AutoEnd ()
BumpEnemy[edit]
function final BumpEnemy (Pawn Other)
BumpFriend[edit]
function final BumpFriend (Pawn Other)
BumpOther[edit]
function final BumpOther (Actor Other)
CleanupScriptController[edit]
function CleanupScriptController ()
ClearScriptTarget[edit]
function ClearScriptTarget ()
DestinationReached[edit]
function final DestinationReached ()
DetachScriptController[edit]
function DetachScriptController ()
DialogUnPause[edit]
function DialogUnPause ()
Overrides: Actor.DialogUnPause
Died[edit]
function final Died ()
eventAutoBegin[edit]
eventBumpEnemy[edit]
function eventBumpEnemy (Pawn Other)
eventBumpFriend[edit]
function eventBumpFriend (Pawn Other)
eventBumpOther[edit]
function eventBumpOther (Actor Other)
eventDialogUnPaused[edit]
function eventDialogUnPaused ()
eventEnemyNotVisible[edit]
function eventEnemyNotVisible ()
eventHearNoiseFriendly[edit]
eventHearNoiseOther[edit]
eventHearNoiseThreat[edit]
eventInheritEnemy[edit]
function eventInheritEnemy (Pawn NewEnemy)
eventSeeAlertFriend[edit]
function eventSeeAlertFriend (Pawn Seen)
eventSeeEnemy[edit]
function eventSeeEnemy (Pawn Seen)
eventSeeFriend[edit]
function eventSeeFriend (Pawn Seen)
eventSeeOther[edit]
function eventSeeOther (Actor Seen)
eventTakeDamage[edit]
function eventTakeDamage (int Damage, Pawn Instigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageType> DamageType)
eventTookDamage[edit]
function eventTookDamage (int Damage, Pawn Instigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageType> DamageType)
GetExtendedInformation[edit]
Overrides: U2NPCController.GetExtendedInformation
GetScriptedMoveSpeed[edit]
function float GetScriptedMoveSpeed ()
HasScript[edit]
function bool HasScript ()
Overrides: U2NPCController.HasScript
HearNoiseFriendly[edit]
HearNoiseOther[edit]
HearNoiseThreat[edit]
InheritEnemy[edit]
function final InheritEnemy (Pawn NewEnemy)
IsDialogPaused[edit]
function bool IsDialogPaused ()
IsRepeatFire[edit]
MaybeFire[edit]
function MaybeFire (byte bUseAltMode)
PawnDied[edit]
function PawnDied ()
Overrides: LicenseeController.PawnDied
Possess[edit]
function Possess (Pawn P)
Overrides: LicenseeController.Possess
ReloadScriptController[edit]
function ReloadScriptController ()
Overrides: U2NPCController.ReloadScriptController
ResetScriptController[edit]
function ResetScriptController ()
ScriptedLanding[edit]
function final ScriptedLanding ()
ScriptReset[edit]
function ScriptReset ()
SetAimOdds[edit]
function SetAimOdds (float Odds)
SetAlert[edit]
simulated function SetAlert (bool bNewVal)
SetAmmoTypeStr[edit]
SetAutoMoveSpeed[edit]
function SetAutoMoveSpeed (float NewVal)
SetDirectionalPatrol[edit]
function SetDirectionalPatrol (bool bNewVal)
SetDormant[edit]
Overrides: U2NPCController.SetDormant
SetHeadTrackingEnabled[edit]
function SetHeadTrackingEnabled (bool bVal)
SetHealth[edit]
simulated function SetHealth (float NewVal)
SetScript[edit]
Overrides: U2NPCController.SetScript
SetScriptedFocus[edit]
simulated function SetScriptedFocus (Actor A)
SetScriptedIdleAnims[edit]
function SetScriptedIdleAnims (bool bNewVal)
SetScriptedMoveSpeedMultiplier[edit]
SetScriptedTacticalMoveType[edit]
function SetScriptedTacticalMoveType (Actor.ETacticalMoveType NewTacticalMoveType)
SetXMPHandlingEnabled[edit]
function SetXMPHandlingEnabled (bool bVal)
Shutdown[edit]
function Shutdown (bool bVal)
Overrides: U2NPCController.Shutdown
TakeDamage[edit]
function final TakeDamage (int Damage, Pawn EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageType> DamageType)
TookDamage[edit]
function final TookDamage (int Damage, Pawn Instigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageType> DamageType)
Trigger[edit]
Overrides: Actor.Trigger
TurnToActor[edit]
UnderScriptControl[edit]
function bool UnderScriptControl ()
Overrides: U2NPCController.UnderScriptControl
UnuseActor[edit]
function UnuseActor (optional Actor A)
UseActor[edit]
function UseActor (Actor A)
WhatToDoNext[edit]
function WhatToDoNext ()