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UE2:U2NPCControllerShared constants (U2XMP)

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

Constants

AcquisitionState

Value: 'Acquisition'

just acquired an enemy

AttackCloseState

Value: 'AttackClose'

closing in on enemy

AttackCloseChargeState

Value: 'AttackCloseCharge'

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

AttackFallbackState

Value: 'AttackFallback'

going to an item while engaged, and remaining engaged

AttackHideState

Value: 'AttackHide'

remain waiting in safe spot (maybe use attackstakeout?)

AttackHuntState

Value: 'AttackHunt'

hunting for an enemy

AttackLeapState

Value: 'AttackLeap'

leap towards enemy (push state)

AttackMeleeState

Value: 'AttackMelee'

attempting to perform melee attack against enemy

AttackMoveToCoverBaseState

Value: 'AttackMoveToCoverBase'

base state for AttackMoveToCoverCombat/Flee

AttackMoveToCoverCombatState

Value: 'AttackMoveToCoverCombat'

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

AttackMoveToCoverFleeState

Value: 'AttackMoveToCoverFlee'

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

AttackRecoverEnemyState

Value: 'AttackRecoverEnemy'

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

AttackStakeOutState

Value: 'AttackStakeOut'

waiting for enemy to reappear

AttackStakeOutCoverState

Value: 'AttackStakeOutCover'

waiting for enemy to reappear at cover spot

AttackStationaryState

Value: 'AttackStationary'

stationary and attacking from a distance using projectiles

AttackRetreatState

Value: 'AttackRetreat'

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

AttackTacticalMoveState

Value: 'AttackTacticalMove'

performing a tactical move while handling an enemy

AttackTacticalMoveMeleeState

Value: 'AttackTacticalMoveMelee'

performing a tactical move while handling an enemy within melee metastate

AttackTacticalRetreatState

Value: 'AttackTacticalRetreat'

back away from enemy

AttackTacticalRetreatMeleeState

Value: 'AttackTacticalRetreatMelee'

back away from enemy within melee metastate

AttackTauntState

Value: 'AttackTaunt'

taunt enemy

CoweringState

Value: 'Cowering'

immobile and playing a cower animation

DeadlockedState

Value: 'DeadLocked'

used to wait a few ticks when behavior is deadlocked

DodgingState

Value: 'Dodging'

performing a dodging maneuver

DodgingWithAttackState

Value: 'DodgingWithAttack'

performing a dodging maneuver into an attack

EnemyKilledState

Value: 'EnemyKilled'

for performing any special "enemy killed" behavior

FindAirState

Value: 'FindAir'

search for surface when in water in order to breathe

HandleInvalidLandingState

Value: 'HandleInvalidLanding'

state for getting off railings and such

HoldState

Value: 'Hold'

NPC is trying to get to a holdspot

HoldingState

Value: 'Holding'

NPC is at the holdspot

KnockDownState

Value: 'KnockDown'

NPC knocked down by damage

ImpalingState

Value: 'Impaling'

Impaling melee attack state

MoveToGoalBaseState

Value: 'MoveToGoalBase'

base state for moving to a goal

MoveToGoalNoEnemyState

Value: 'MoveToNoEnemyGoal'

extends MoveToGoalBase -- no enemy

MoveToGoalWithEnemyState

Value: 'MoveToGoalWithEnemy'

extends MoveToGoalBase -- enemy

RoamingState

Value: 'Roaming'

going to items with no enemy

UsingState

Value: 'Using'

using a usable item

VictoryDanceState

Value: 'VictoryDance'

celebrate kill

WanderingState

Value: 'Wandering'

picking random locations (vectors) to move to

WanderingPanicState

Value: 'WanderingPanic'

NPC is panicking (e.g. on fire)

FrozenState

Value: 'Frozen'

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

TestMoveState

Value: 'TestMove'


AdjustFromWallLabel

Value: 'AdjustFromWall'


AdjustPositionLabel

Value: 'AdjustPosition'


AdjustPositionAgainLabel

Value: 'AdjustPositionAgain'


AdjustRotationLabel

Value: 'AdjustRotation'


AttackOngoingLabel

Value: 'AttackOngoing'

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

AttackDoneLabel

Value: 'AttackDone'

current melee/ranged attack ended

AutoEndLabel

Value: 'AutoEnd'


CampLabel

Value: 'Camp'


CampAgainLabel

Value: 'CampAgain'


CampLongLabel

Value: 'CampLong'


CantReachLabel

Value: 'CantReach'


ChallengeLabel

Value: 'Challenge'


CloseLabel

Value: 'Close'


DelayLabel

Value: 'Delay'


DialogBeginLabel

Value: 'DialogBegin'


DialogEndLabel

Value: 'DialogEnd'


DialogFocusRestoreLabel

Value: 'DialogFocusRestore'


DialogFocusSetLabel

Value: 'DialogFocusSet'


DialogPauseLabel

Value: 'DialogPause'


DialogUnPauseLabel

Value: 'DialogUnPause'


DodgeFinishedLabel

Value: 'DodgeFinished'


DontCloseLabel

Value: 'DontClose'


DoneLabel

Value: 'Done'


DuckingLabel

Value: 'Ducking'


ErrorLabel

Value: 'Error'


FaceTargetLabel

Value: 'FaceTarget'


FireLabel

Value: 'FireFalling'


GiveUpLabel

Value: 'GiveUp'


GiveWayLabel

Value: 'GiveWay'


HuntLabel

Value: 'Hunt'


IdleLabel

Value: 'Idle'


LandLabel

Value: 'Land'


MoveActiveLabel

Value: 'MoveActive'


MoveActiveStrafeLabel

Value: 'MoveActiveStrafe'


MoveCheckLabel

Value: 'MoveCheck'


MoveDoneLabel

Value: 'MoveDone'


MoveFailedLabel

Value: 'MoveFailed'


MoveFallingLabel

Value: 'MoveFalling'


MoveNoDestLabel

Value: 'MoveNoDest'


MovePickDestLabel

Value: 'MovePickDest'


MovePickDestLoopLabel

Value: 'MovePickDestLoop'


MoveSpecialLabel

Value: 'MoveSpecial'


MoveTestLabel

Value: 'MoveTest'


PauseLabel

Value: 'Pause'


PostBeginLabel

Value: 'PostBegin'


PreBeginLabel

Value: 'PreBegin'


ReachedDestinationLabel

Value: 'ReachedDestination'


ReadyToAttackLabel

Value: 'ReadyToAttack'


RecoverEnemyLabel

Value: 'RecoverEnemy'


ResumePatrolLabel

Value: 'ResumePatrol'


ShootDecorationLabel

Value: 'ShootDecoration'


StanceChangeDelayLabel

Value: 'StanceChangeDelay'


StartLeapLabel

Value: 'StartLeap'


StartupDelayLabel

Value: 'StartupDelay'


TacticalTickLabel

Value: 'TacticalTick'


TrackFocusLabel

Value: 'TrackFocus'


TryAgainLabel

Value: 'TryAgain'


TurnLabel

Value: 'Turn'


WaitingForStartLabel

Value: 'WaitingForStart'


WavingLabel

Value: 'Waving'


UnuseEvent

Value: 'unuse'


NeedToTurnAngleCos

Value: 0.990

NOTE: should be at least as large as CosMinFacingTargetAngle

NeedToTurnDialogAngleCos

Value: 0.350


DefaultIsCloseToDynamicGoalDistance

Value: 128.0

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

MaxNoLOSFollowDistance

Value: 16.0

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

MinFollowDistance

Value: 1

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

MinGoalDistance

Value: 1

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

MaxRadiusEnemiesDistance

Value: 1600.0

max distance used to find nearby enemies

INCOMINGCOLLISIONFUDGE

Value: 2.0


MaxDistanceActors

Value: 32