Always snap to grid

UE2:U2NPCControllerShared constants (U2XMP)

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Contents

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

Constants[edit]

AcquisitionState[edit]

Value: 'Acquisition'

just acquired an enemy

AttackCloseState[edit]

Value: 'AttackClose'

closing in on enemy

AttackCloseChargeState[edit]

Value: 'AttackCloseCharge'

charge at enemy and possibly overshoot if enemy moves out of the way

AttackFallbackState[edit]

Value: 'AttackFallback'

going to an item while engaged, and remaining engaged

AttackHideState[edit]

Value: 'AttackHide'

remain waiting in safe spot (maybe use attackstakeout?)

AttackHuntState[edit]

Value: 'AttackHunt'

hunting for an enemy

AttackLeapState[edit]

Value: 'AttackLeap'

leap towards enemy (push state)

AttackMeleeState[edit]

Value: 'AttackMelee'

attempting to perform melee attack against enemy

AttackMoveToCoverBaseState[edit]

Value: 'AttackMoveToCoverBase'

base state for AttackMoveToCoverCombat/Flee

AttackMoveToCoverCombatState[edit]

Value: 'AttackMoveToCoverCombat'

try to find/move to a cover spot while remaining engaged with enemy

AttackMoveToCoverFleeState[edit]

Value: 'AttackMoveToCoverFlee'

try to find/move to a cover spot while fearing enemy

AttackRecoverEnemyState[edit]

Value: 'AttackRecoverEnemy'

recover enemy after losing LOS to enemy (might not necessarily ever reach cover spot)

AttackStakeOutState[edit]

Value: 'AttackStakeOut'

waiting for enemy to reappear

AttackStakeOutCoverState[edit]

Value: 'AttackStakeOutCover'

waiting for enemy to reappear at cover spot

AttackStationaryState[edit]

Value: 'AttackStationary'

stationary and attacking from a distance using projectiles

AttackRetreatState[edit]

Value: 'AttackRetreat'

go toward item while engaged with an enemy and fearing that enemy

AttackTacticalMoveState[edit]

Value: 'AttackTacticalMove'

performing a tactical move while handling an enemy

AttackTacticalMoveMeleeState[edit]

Value: 'AttackTacticalMoveMelee'

performing a tactical move while handling an enemy within melee metastate

AttackTacticalRetreatState[edit]

Value: 'AttackTacticalRetreat'

back away from enemy

AttackTacticalRetreatMeleeState[edit]

Value: 'AttackTacticalRetreatMelee'

back away from enemy within melee metastate

AttackTauntState[edit]

Value: 'AttackTaunt'

taunt enemy

CoweringState[edit]

Value: 'Cowering'

immobile and playing a cower animation

DeadlockedState[edit]

Value: 'DeadLocked'

used to wait a few ticks when behavior is deadlocked

DodgingState[edit]

Value: 'Dodging'

performing a dodging maneuver

DodgingWithAttackState[edit]

Value: 'DodgingWithAttack'

performing a dodging maneuver into an attack

EnemyKilledState[edit]

Value: 'EnemyKilled'

for performing any special "enemy killed" behavior

FindAirState[edit]

Value: 'FindAir'

search for surface when in water in order to breathe

HandleInvalidLandingState[edit]

Value: 'HandleInvalidLanding'

state for getting off railings and such

HoldState[edit]

Value: 'Hold'

NPC is trying to get to a holdspot

HoldingState[edit]

Value: 'Holding'

NPC is at the holdspot

KnockDownState[edit]

Value: 'KnockDown'

NPC knocked down by damage

ImpalingState[edit]

Value: 'Impaling'

Impaling melee attack state

MoveToGoalBaseState[edit]

Value: 'MoveToGoalBase'

base state for moving to a goal

MoveToGoalNoEnemyState[edit]

Value: 'MoveToNoEnemyGoal'

extends MoveToGoalBase -- no enemy

MoveToGoalWithEnemyState[edit]

Value: 'MoveToGoalWithEnemy'

extends MoveToGoalBase -- enemy

RoamingState[edit]

Value: 'Roaming'

going to items with no enemy

UsingState[edit]

Value: 'Using'

using a usable item

VictoryDanceState[edit]

Value: 'VictoryDance'

celebrate kill

WanderingState[edit]

Value: 'Wandering'

picking random locations (vectors) to move to

WanderingPanicState[edit]

Value: 'WanderingPanic'

NPC is panicking (e.g. on fire)

FrozenState[edit]

Value: 'Frozen'

testing: NPC can't move, can't rotate, can't shoot

TestMoveState[edit]

Value: 'TestMove'


AdjustFromWallLabel[edit]

Value: 'AdjustFromWall'


AdjustPositionLabel[edit]

Value: 'AdjustPosition'


AdjustPositionAgainLabel[edit]

Value: 'AdjustPositionAgain'


AdjustRotationLabel[edit]

Value: 'AdjustRotation'


AttackOngoingLabel[edit]

Value: 'AttackOngoing'

used to maintain focus/rotation, check target etc. during ranged/melee attack

AttackDoneLabel[edit]

Value: 'AttackDone'

current melee/ranged attack ended

AutoEndLabel[edit]

Value: 'AutoEnd'


CampLabel[edit]

Value: 'Camp'


CampAgainLabel[edit]

Value: 'CampAgain'


CampLongLabel[edit]

Value: 'CampLong'


CantReachLabel[edit]

Value: 'CantReach'


ChallengeLabel[edit]

Value: 'Challenge'


CloseLabel[edit]

Value: 'Close'


DelayLabel[edit]

Value: 'Delay'


DialogBeginLabel[edit]

Value: 'DialogBegin'


DialogEndLabel[edit]

Value: 'DialogEnd'


DialogFocusRestoreLabel[edit]

Value: 'DialogFocusRestore'


DialogFocusSetLabel[edit]

Value: 'DialogFocusSet'


DialogPauseLabel[edit]

Value: 'DialogPause'


DialogUnPauseLabel[edit]

Value: 'DialogUnPause'


DodgeFinishedLabel[edit]

Value: 'DodgeFinished'


DontCloseLabel[edit]

Value: 'DontClose'


DoneLabel[edit]

Value: 'Done'


DuckingLabel[edit]

Value: 'Ducking'


ErrorLabel[edit]

Value: 'Error'


FaceTargetLabel[edit]

Value: 'FaceTarget'


FireLabel[edit]

Value: 'FireFalling'


GiveUpLabel[edit]

Value: 'GiveUp'


GiveWayLabel[edit]

Value: 'GiveWay'


HuntLabel[edit]

Value: 'Hunt'


IdleLabel[edit]

Value: 'Idle'


LandLabel[edit]

Value: 'Land'


MoveActiveLabel[edit]

Value: 'MoveActive'


MoveActiveStrafeLabel[edit]

Value: 'MoveActiveStrafe'


MoveCheckLabel[edit]

Value: 'MoveCheck'


MoveDoneLabel[edit]

Value: 'MoveDone'


MoveFailedLabel[edit]

Value: 'MoveFailed'


MoveFallingLabel[edit]

Value: 'MoveFalling'


MoveNoDestLabel[edit]

Value: 'MoveNoDest'


MovePickDestLabel[edit]

Value: 'MovePickDest'


MovePickDestLoopLabel[edit]

Value: 'MovePickDestLoop'


MoveSpecialLabel[edit]

Value: 'MoveSpecial'


MoveTestLabel[edit]

Value: 'MoveTest'


PauseLabel[edit]

Value: 'Pause'


PostBeginLabel[edit]

Value: 'PostBegin'


PreBeginLabel[edit]

Value: 'PreBegin'


ReachedDestinationLabel[edit]

Value: 'ReachedDestination'


ReadyToAttackLabel[edit]

Value: 'ReadyToAttack'


RecoverEnemyLabel[edit]

Value: 'RecoverEnemy'


ResumePatrolLabel[edit]

Value: 'ResumePatrol'


ShootDecorationLabel[edit]

Value: 'ShootDecoration'


StanceChangeDelayLabel[edit]

Value: 'StanceChangeDelay'


StartLeapLabel[edit]

Value: 'StartLeap'


StartupDelayLabel[edit]

Value: 'StartupDelay'


TacticalTickLabel[edit]

Value: 'TacticalTick'


TrackFocusLabel[edit]

Value: 'TrackFocus'


TryAgainLabel[edit]

Value: 'TryAgain'


TurnLabel[edit]

Value: 'Turn'


WaitingForStartLabel[edit]

Value: 'WaitingForStart'


WavingLabel[edit]

Value: 'Waving'


UnuseEvent[edit]

Value: 'unuse'


NeedToTurnAngleCos[edit]

Value: 0.990

NOTE: should be at least as large as CosMinFacingTargetAngle

NeedToTurnDialogAngleCos[edit]

Value: 0.350


DefaultIsCloseToDynamicGoalDistance[edit]

Value: 128.0

distance to use if no distance specified when checking if close to a moving goal

MaxNoLOSFollowDistance[edit]

Value: 16.0

if no LOS to follow target, use this distance instead of default

MinFollowDistance[edit]

Value: 1

16.0; // never try to move closer than this to a followed goal (e.g. Pawn)

MinGoalDistance[edit]

Value: 1

16.0; // never try to move closer than this to a non-follow goal (engine could fail to reach it otherwise)

MaxRadiusEnemiesDistance[edit]

Value: 1600.0

max distance used to find nearby enemies

INCOMINGCOLLISIONFUDGE[edit]

Value: 2.0


MaxDistanceActors[edit]

Value: 32