I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX

UE2:U2NPCControllerShared properties (U2XMP)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search

Contents

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

Properties[edit]

bDialogSetFocus[edit]

Type: bool

Modifiers: protected

set if a dialog session sets NPC rotation

bFaceSpecialGoal[edit]

Type: bool

whether to try to face goal actor

bLastAimLocationHitFriendly[edit]

Type: bool

set to true when last adjustaim trace hits a friendly NPC/XMP item

BlockedByCoverHitOdds[edit]

Type: float


Default value: 0.02

bTargetObscured[edit]

Type: bool


CloseEnoughDistance[edit]

Type: float

if NPC following a Pawn which isn't currently reachable, stay put if at least this close

Default value: 512.0

DefaultRotationThreshold[edit]

Type: int


Default value: 910

DefaultState[edit]

Type: name


DialogFocus[edit]

Type: Actor

Modifiers: protected


DodgeEnableTime[edit]

Type: float

used in some cases to block dodging for a while (e.g. right after a knockdown/panic)

GetCloserThreshold[edit]

Type: float


Default value: 256.0

GMoveType[edit]

Type: EMoveType

holds result of last call to SetMoveTarget etc.

Hits[edit]

Type: int


LastAcquireTime[edit]

Type: float

set as NPC acquires enemy

MaxAcquireMissMultiplier[edit]

Type: float


Default value: 1.0

MaxAcquirePitchError[edit]

Type: int


Default value: 2048

MaxAffectedByAcquisitionTime[edit]

Type: float


Default value: 1.0

MaxAffectedByHitTime[edit]

Type: float

(secs)

Default value: 0.5

MaxAlwaysLeadDistance[edit]

Type: float

if enemy distance > this, sometimes don't lead

MaxHitMissMultiplier[edit]

Type: float


Default value: 1.0

MaxHitPitchError[edit]

Type: int


Default value: 2048

MaxMoveRecoverAttempts[edit]

Type: int


Default value: 5

MaxMoveToActorAttempts[edit]

Type: int

caps number of failed attempts to reach same goal

Default value: 10

MaxMoveToPointAttempts[edit]

Type: int

caps number of failed attempts to reach same goal

Default value: 2

MaxTeleportRangeMinZError[edit]

Type: float


Default value: 4096.0

MaxTeleportRangeMoveError[edit]

Type: float


Default value: 4096.0

MaxTeleportRangeStuckError[edit]

Type: float


Default value: 1280.0

MinAcquirePitchError[edit]

Type: int


Default value: 512

MinHitPitchError[edit]

Type: int


Default value: 512

MinLastRenderedTeleportDelay[edit]

Type: float


Default value: 2.0

MinTeleportRangeMinZError[edit]

Type: float


Default value: 64.0

MinTeleportRangeMoveError[edit]

Type: float


Default value: 256.0

MinTeleportRangeStuckError[edit]

Type: float


Default value: 128.0

Misses[edit]

Type: int

!!mdf-tmp testing / stat gathering

NumMoveAttempts[edit]

Type: int

number of failed attempts to reach current destination

NumMoveRecoverAttempts[edit]

Type: int

number of failed attempts to reach current destination

OldFocalPoint[edit]

Type: Object.Vector

Modifiers: protected


OldFocus[edit]

Type: Actor

Modifiers: protected


OldMoveLocation[edit]

Type: Object.Vector


ReduceStanceAgainTime[edit]

Type: float


ScriptedRotationThreshold[edit]

Type: int


Default value: 182

SpecialGoal[edit]

Type: Actor

special goal (scripted, flag, replicator, gotoactor destination etc.)

SpecialGoalDistance[edit]

Type: float

used with special goal command to control "destination reached" distance (-1.0 means not used)

StopFiringAtEnemyTime[edit]

Type: float


TemporaryGoalDistance[edit]

Type: float

used to temporarily override special goal distance

TestMoveSpeed[edit]

Type: float


TestMoveTarget[edit]

Type: Actor


TestTacticalMoveType[edit]

Type: Actor.ETacticalMoveType


TryToHitBaseSpeed[edit]

Type: float

speed around which try to hit odds scaled

Default value: 300.0

TryToHitBaseSpeedOdds[edit]

Type: float

odds used at this speed

Default value: 0.5

TryToHitInstantBaseDistance[edit]

Type: float


Default value: 1024.0

TryToHitInstantBaseOddsMax[edit]

Type: float


Default value: 0.625

TryToHitInstantBaseOddsMin[edit]

Type: float


Default value: 0.125

TryToHitInstantMaxHitDistance[edit]

Type: float


Default value: 9999999.0

TryToHitInstantMinMissDistance[edit]

Type: float


Default value: 256.0

TryToHitProjectileBaseDistance[edit]

Type: float


Default value: 1024.0

TryToHitProjectileBaseOddsMax[edit]

Type: float


Default value: 1.0

TryToHitProjectileBaseOddsMin[edit]

Type: float


Default value: 0.25

TryToHitProjectileMaxHitDistance[edit]

Type: float


Default value: 4096.0

TryToHitProjectileMinMissDistance[edit]

Type: float


Default value: 256.0

TryToHitTossedBaseDistance[edit]

Type: float


Default value: 1024.0

TryToHitTossedBaseOddsMax[edit]

Type: float


Default value: 1.0

TryToHitTossedBaseOddsMin[edit]

Type: float


Default value: 0.25

TryToHitTossedMaxHitDistance[edit]

Type: float


Default value: 3000.0

TryToHitTossedMinMissDistance[edit]

Type: float


Default value: 256.0

U2PAdvanced[edit]

Type: U2PawnAdvanced


U2PBase[edit]

Type: U2PawnBase


U2PBasic[edit]

Type: U2PawnBasic


WanderDirectionExternal[edit]

Type: Object.Vector

used for resolving friendly interactions (clustering, defer to etc.)