Always snap to grid
UE2:U2NPCControllerShared constants (U2XMP)
Object >> Actor >> Controller >> LicenseeController >> AIController >> U2NPCController >> U2NPCControllerScriptable >> U2NPCControllerShared (constants) |
Contents
- 1 Constants
- 1.1 AcquisitionState
- 1.2 AttackCloseState
- 1.3 AttackCloseChargeState
- 1.4 AttackFallbackState
- 1.5 AttackHideState
- 1.6 AttackHuntState
- 1.7 AttackLeapState
- 1.8 AttackMeleeState
- 1.9 AttackMoveToCoverBaseState
- 1.10 AttackMoveToCoverCombatState
- 1.11 AttackMoveToCoverFleeState
- 1.12 AttackRecoverEnemyState
- 1.13 AttackStakeOutState
- 1.14 AttackStakeOutCoverState
- 1.15 AttackStationaryState
- 1.16 AttackRetreatState
- 1.17 AttackTacticalMoveState
- 1.18 AttackTacticalMoveMeleeState
- 1.19 AttackTacticalRetreatState
- 1.20 AttackTacticalRetreatMeleeState
- 1.21 AttackTauntState
- 1.22 CoweringState
- 1.23 DeadlockedState
- 1.24 DodgingState
- 1.25 DodgingWithAttackState
- 1.26 EnemyKilledState
- 1.27 FindAirState
- 1.28 HandleInvalidLandingState
- 1.29 HoldState
- 1.30 HoldingState
- 1.31 KnockDownState
- 1.32 ImpalingState
- 1.33 MoveToGoalBaseState
- 1.34 MoveToGoalNoEnemyState
- 1.35 MoveToGoalWithEnemyState
- 1.36 RoamingState
- 1.37 UsingState
- 1.38 VictoryDanceState
- 1.39 WanderingState
- 1.40 WanderingPanicState
- 1.41 FrozenState
- 1.42 TestMoveState
- 1.43 AdjustFromWallLabel
- 1.44 AdjustPositionLabel
- 1.45 AdjustPositionAgainLabel
- 1.46 AdjustRotationLabel
- 1.47 AttackOngoingLabel
- 1.48 AttackDoneLabel
- 1.49 AutoEndLabel
- 1.50 CampLabel
- 1.51 CampAgainLabel
- 1.52 CampLongLabel
- 1.53 CantReachLabel
- 1.54 ChallengeLabel
- 1.55 CloseLabel
- 1.56 DelayLabel
- 1.57 DialogBeginLabel
- 1.58 DialogEndLabel
- 1.59 DialogFocusRestoreLabel
- 1.60 DialogFocusSetLabel
- 1.61 DialogPauseLabel
- 1.62 DialogUnPauseLabel
- 1.63 DodgeFinishedLabel
- 1.64 DontCloseLabel
- 1.65 DoneLabel
- 1.66 DuckingLabel
- 1.67 ErrorLabel
- 1.68 FaceTargetLabel
- 1.69 FireLabel
- 1.70 GiveUpLabel
- 1.71 GiveWayLabel
- 1.72 HuntLabel
- 1.73 IdleLabel
- 1.74 LandLabel
- 1.75 MoveActiveLabel
- 1.76 MoveActiveStrafeLabel
- 1.77 MoveCheckLabel
- 1.78 MoveDoneLabel
- 1.79 MoveFailedLabel
- 1.80 MoveFallingLabel
- 1.81 MoveNoDestLabel
- 1.82 MovePickDestLabel
- 1.83 MovePickDestLoopLabel
- 1.84 MoveSpecialLabel
- 1.85 MoveTestLabel
- 1.86 PauseLabel
- 1.87 PostBeginLabel
- 1.88 PreBeginLabel
- 1.89 ReachedDestinationLabel
- 1.90 ReadyToAttackLabel
- 1.91 RecoverEnemyLabel
- 1.92 ResumePatrolLabel
- 1.93 ShootDecorationLabel
- 1.94 StanceChangeDelayLabel
- 1.95 StartLeapLabel
- 1.96 StartupDelayLabel
- 1.97 TacticalTickLabel
- 1.98 TrackFocusLabel
- 1.99 TryAgainLabel
- 1.100 TurnLabel
- 1.101 WaitingForStartLabel
- 1.102 WavingLabel
- 1.103 UnuseEvent
- 1.104 NeedToTurnAngleCos
- 1.105 NeedToTurnDialogAngleCos
- 1.106 DefaultIsCloseToDynamicGoalDistance
- 1.107 MaxNoLOSFollowDistance
- 1.108 MinFollowDistance
- 1.109 MinGoalDistance
- 1.110 MaxRadiusEnemiesDistance
- 1.111 INCOMINGCOLLISIONFUDGE
- 1.112 MaxDistanceActors
;Other member categories for this class::instance functions, properties
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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