I love the smell of UnrealEd crashing in the morning. – tarquin

UE2:U2PawnBasic (U2XMP)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
U2XMP Object >> Actor >> Pawn >> LicenseePawn >> U2Pawn >> U2PawnBase >> U2PawnBasic

Contents

Package: 
U2AI
Direct subclasses:
U2SeagoatStowaway, U2Seagoat, U2AraknidBase, U2DrakkBoss, U2DrakkBossUpper, U2DrakkDroid, U2DrakkLight, U2DrakkMedium, U2FlyingSnake, U2KaiBase, U2KillerTadpole, U2Mukhogg, U2Parata, U2PawnAdvanced, U2Rammer, U2ShianWarrior, U2ShianWorker, U2SkaarjBase, U2Snipe, U2Tosc, U2Uglyfish

U2PawnBasic.uc Created By: Mike Fox Created On: 8/01/00 $Author: Mfox $ $Date: 12/18/02 4:50p $ $Revision: 95 $

Properties

Property group 'AI'

AttackActiveBehaviors

Type: array<BehaviorT>

Modifiers: editconst


Default value:

Member Value
Odds 1.0
StateName 'AttackClose'
TimeMax 4.0
TimeMin 4.0

AttackActiveCantReachBehaviors

Type: array<BehaviorT>

Modifiers: editconst


Default value, index 0:

Member Value
Odds 1.0
StateName 'AttackStationary'
TimeMax 3.0
TimeMin 3.0

Default value, index 1:

Member Value
Odds 1.0
StateLabel 'DontClose'
StateName 'AttackTacticalMove'
TimeMax 2.0
TimeMin 2.0

AttackActiveEnemyNotVisibleBehaviors

Type: array<BehaviorT>

Modifiers: editconst


Default value:

Member Value
Odds 1.0
StateName 'AttackHunt'
TimeMax 20.0
TimeMin 20.0

AttackActiveMeleeBehaviors

Type: array<BehaviorT>

Modifiers: editconst


Default value:

Member Value
StateName 'AttackMelee'
TimeMax 3.0
TimeMin 3.0

AttackActiveMeleeHitBehaviors

Type: array<BehaviorT>

Modifiers: editconst


AttackActiveUseCoverBehaviors

Type: array<BehaviorT>

Modifiers: editconst


AttackPassiveBehaviors

Type: array<BehaviorT>

Modifiers: editconst


Default value, index 0:

Member Value
Odds 0.4
StateName 'AttackMoveToCoverCombat'
TimeMax 7.0
TimeMin 7.0

Default value, index 1:

Member Value
Odds 0.06
StateName 'AttackStationary'
TimeMax 3.0
TimeMin 1.0

Default value, index 2:

Member Value
Odds 0.24
StateName 'AttackFallback'
TimeMax 7.0
TimeMin 2.5

AttackPassiveCantReachBehaviors

Type: array<BehaviorT>

Modifiers: editconst


Default value, index 0:

Member Value
Odds 0.5
StateName 'AttackStationary'
TimeMin 1.0

Default value, index 1:

Member Value
Odds 1.0
StateName 'AttackFallback'
TimeMax 7.0
TimeMin 2.0

AttackPassiveEnemyNotVisibleBehaviors

Type: array<BehaviorT>

Modifiers: editconst


Default value:

Member Value
Odds 1.0
StateName 'AttackFallback'
TimeMax 20.0
TimeMin 20.0

AttackPassiveMeleeBehaviors

Type: array<BehaviorT>

Modifiers: editconst


Default value, index 0:

Member Value
StateName 'AttackMelee'
TimeMax 2.0
TimeMin 1.0

Default value, index 1:

Member Value
StateName 'AttackFallback'
TimeMax 5.0
TimeMin 2.0

AttackPassiveMeleeHitBehaviors

Type: array<BehaviorT>

Modifiers: editconst


AttackPassiveUseCoverBehaviors

Type: array<BehaviorT>

Modifiers: editconst


Default value, index 0:

Member Value
StateName 'AttackStakeOutCover'
TimeMax 5.0
TimeMin 2.0

Default value, index 1:

Member Value
StateName 'AttackRecoverEnemy'
TimeMax 4.0
TimeMin 2.0

Default value, index 2:

Member Value
StateName 'AttackStationary'
TimeMax 4.0
TimeMin 1.0

Default value, index 3:

Member Value
StateName 'AttackFallback'
TimeMax 20.0
TimeMin 10.0

Default value, index 4:

Member Value
StateName 'AttackMoveToCoverCombat'
TimeMax 7.0
TimeMin 7.0

bForceRanges

Type: bool

2002.12.15 hack to *force* NPCs to not fire outside min/max ranges

bIgnoreRelativeHealth

Type: bool

2002.12.15 (mdf) McMillan hack?

DefaultLookedAtCos

Type: float

cos of default fov angle to use when checking for LOS for ranged attack range

FireOffset

Type: Object.Vector


RangedProjectileClass

Type: class<Projectile>


RangeIdealAttack

Type: float

ideal attack range to target (NPC will try to maintain this distance)

RangeMaxAttackMobile

Type: float

max attack range to target if NPC can move

Default value: 65535.0

RangeMaxAttackMobileNoLOS

Type: float

max attack range to target if NPC can move and enemy can't see NPC (sneak in)

Default value: 65535.0

RangeMaxAttackStationary

Type: float

max attack range to target if NPC can't move

Default value: 65535.0

RangeMaxAttackStationaryNoLOS

Type: float


Default value: 65535.0

RangeMinAttack

Type: float

min attack range to target

Internal variables

See U2PawnBasic internal variables.

Default values

Property Value
bAmbientCreature False
bCanKnockDown True
bSentient True
ControllerClass Class'U2AI.U2NPCControllerBasic'
MinKnockDownMomentumThreshold 200.0
WanderSpeedMax 1.5
WanderViewBlockedTurnOdds 0.5

Structs

BehaviorT

name StateName 
destination state
name StateLabel 
destination label within destination state (optional)
float Odds 
odds for state relative to other states in the list (0.0 ==> cycled)
float EntryOdds 
if set (not 0.0) ==> odds used when entering metastate (from a different state), (< 0.0 ==> don't use)
float TimeMin 
min time state will be maintained before reevaluating (unless situation changes)
float TimeMax 
max time state will be maintained before reevaluating (unless situation changes)
bool bDisabled 
disabled (by default or internally)
bool bAvoidRepeat 
if true, state won't be re-selected 2x in a row if there is an alternative state
float EnableTime 
can be set in-game to Level.TimeSeconds + X to disable that behavior temporarily
float LowOddsTime 
used to temporarily make odds of behavior being used very low for a period of time

Functions

Events

PostBeginPlay

event PostBeginPlay ()

Overrides: U2PawnBase.PostBeginPlay


Other instance functions

FilterMeleeAttack

function bool FilterMeleeAttack (Actor TargetActor)


FireAtEnemy

function FireAtEnemy ()


GetFireOffset

function Object.Vector GetFireOffset ()


GetMeleeDamageRange

function float GetMeleeDamageRange ()


GetMeleeMomentumNormal

function Object.Vector GetMeleeMomentumNormal (Actor TargetActor)


GetWeaponAnimationTypeW

function LicenseePawn.EWeaponAnimationType GetWeaponAnimationTypeW (Weapon Weap)

Overrides: U2Pawn.GetWeaponAnimationTypeW


HandleAcquireEnemySound

function HandleAcquireEnemySound ()


HandleLeapImpactSound

function HandleLeapImpactSound ()


HandleLeapLandSound

function HandleLeapLandSound ()


HandleMiscSound

function HandleMiscSound ()


HandleSpawnShot

function Projectile HandleSpawnShot (float ProjSpeed, bool bProjLeadTarget)


MeleeDamagedTarget

function MeleeDamagedTarget ()


MeleeDamageTarget

function MeleeDamageTarget (int Damage, int MomentumPerUnitDamage, class<DamageTypeDamageType)


NotifyImpale

function NotifyImpale ()


NotifyLeapBegin

function NotifyLeapBegin ()


NotifyMelee01

function NotifyMelee01 ()


NotifyMelee02

function NotifyMelee02 ()


NotifyMelee03

function NotifyMelee03 ()


NotifyMeleeBegin

function NotifyMeleeBegin ()


NotifyMeleeMotionSound

function NotifyMeleeMotionSound ()


NotifyStay01

function NotifyStay01 ()


NotifyUnImpale

function NotifyUnImpale ()


RestoreSightRadius

function RestoreSightRadius ()

Overrides: U2Pawn.RestoreSightRadius


SetSightRadius

function SetSightRadius (float NewSightRadius)

Overrides: Pawn.SetSightRadius


SpawnShot

function SpawnShot ()


UpdateAttackRanges

function UpdateAttackRanges ()