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UE2:U2NPCControllerScriptable instance functions (U2XMP)

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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<ScriptControllerInterfSpecifiedScriptControllerClass)


AutoBegin[edit]

function final AutoBegin (name DestinationState, name DestinationLabel)


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]

function eventAutoBegin (name DestinationState, name DestinationLabel)


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]

function eventHearNoiseFriendly (float Loudness, Actor NoiseMaker)


eventHearNoiseOther[edit]

function eventHearNoiseOther (float Loudness, Actor NoiseMaker)


eventHearNoiseThreat[edit]

function eventHearNoiseThreat (float Loudness, Actor NoiseMaker)


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<DamageTypeDamageType)


eventTookDamage[edit]

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


GetExtendedInformation[edit]

function GetExtendedInformation (out array<stringReturnedStrings)

Overrides: U2NPCController.GetExtendedInformation


GetScriptedMoveSpeed[edit]

function float GetScriptedMoveSpeed ()


HasScript[edit]

function bool HasScript ()

Overrides: U2NPCController.HasScript


HearNoiseFriendly[edit]

function final HearNoiseFriendly (float Loudness, Actor NoiseMaker)


HearNoiseOther[edit]

function final HearNoiseOther (float Loudness, Actor NoiseMaker)


HearNoiseThreat[edit]

function final HearNoiseThreat (float Loudness, Actor NoiseMaker)


InheritEnemy[edit]

function final InheritEnemy (Pawn NewEnemy)


IsDialogPaused[edit]

function bool IsDialogPaused ()


IsRepeatFire[edit]

function bool IsRepeatFire (bool bPrimary)


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]

function bool SetAmmoTypeStr (string AmmoString)


SetAutoMoveSpeed[edit]

function SetAutoMoveSpeed (float NewVal)


SetDirectionalPatrol[edit]

function SetDirectionalPatrol (bool bNewVal)


SetDormant[edit]

function SetDormant (bool bVal, optional bool bStayDormantVal)

Overrides: U2NPCController.SetDormant


SetHeadTrackingEnabled[edit]

function SetHeadTrackingEnabled (bool bVal)


SetHealth[edit]

simulated function SetHealth (float NewVal)


SetScript[edit]

function SetScript (string NewCommandFileName, optional string NewStartLabel)

Overrides: U2NPCController.SetScript


SetScriptedFocus[edit]

simulated function SetScriptedFocus (Actor A)


SetScriptedIdleAnims[edit]

function SetScriptedIdleAnims (bool bNewVal)


SetScriptedMoveSpeedMultiplier[edit]

function bool SetScriptedMoveSpeedMultiplier (float NewMoveSpeedMultiplier, byte Stance)


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<DamageTypeDamageType)


TookDamage[edit]

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


Trigger[edit]

function Trigger (Actor Other, Pawn Instigator, optional name EventName)

Overrides: Actor.Trigger


TurnToActor[edit]

function TurnToActor (Actor A, optional bool bLock)


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 ()