I'm a doctor, not a mechanic
UE2:U2PawnBasic internal variables (U2XMP)
Object >> Actor >> Pawn >> LicenseePawn >> U2Pawn >> U2PawnBase >> U2PawnBasic (internal variables) |
Contents
- 1 Internal variables
- 1.1 AcquisitionAnimationOdds
- 1.2 AttackCantFireLockoutTime
- 1.3 AttackClosingCanFireOdds
- 1.4 AttackClosingReachableDistSquared
- 1.5 AttackMeleeMaxTime
- 1.6 AttackMeleeMinTime
- 1.7 AttackStationaryCanFireOdds
- 1.8 AttackTacticalMoveCanFireOdds
- 1.9 AttackUseCoverLockoutTime
- 1.10 AttackUseCoverMaxTime
- 1.11 AttackUseCoverMinTime
- 1.12 AttackUseCoverTimeOutTime
- 1.13 bAlertedEnemyHunted
- 1.14 bAlwaysAttackAnnoyingNewEnemy
- 1.15 bAlwaysAttackNewEnemy
- 1.16 BaseAggressiveness
- 1.17 BaseAlertness
- 1.18 bCanAdjustStationaryPosition
- 1.19 bCanStrafeDuringOrders
- 1.20 bCanStrafeDuringTacticalMoves
- 1.21 bCanStrafeDuringTacticalRetreat
- 1.22 bFacePredictedLocation
- 1.23 bFearNPCsMoreThanPlayers
- 1.24 bFearPlayersMoreThanNPCs
- 1.25 bHasMaxAttackRanges
- 1.26 bHasMovingMeleeAttack
- 1.27 bHasMovingRangedAttack
- 1.28 bHasRangedAttack
- 1.29 bInstantHitAttack
- 1.30 bJumpDodges
- 1.31 bJumpy
- 1.32 bKamikazeClosing
- 1.33 bLeadTarget
- 1.34 bLeapRequiresLOS
- 1.35 bMonitorStanceRanges
- 1.36 BounceLifespan
- 1.37 BounceProjectileOdds
- 1.38 bPredictChargeLocation
- 1.39 bSplashDamageAttack
- 1.40 bTurnToEnemyAfterLeap
- 1.41 CampingRate
- 1.42 ChargeHeadSize
- 1.43 ChargeMaxChangeSize
- 1.44 ChargeMaxDamage
- 1.45 ChargeMaxMomentumTransfer
- 1.46 ChargeMinDamage
- 1.47 CloseFaceTarget
- 1.48 CombatStyle
- 1.49 DodgeDestination
- 1.50 DodgeDistance
- 1.51 DodgeInsteadofStrafeOdds
- 1.52 DodgeProjectileOdds
- 1.53 DodgeTime
- 1.54 FireCheckFailedRate
- 1.55 FireCheckRate
- 1.56 FireFastDuration
- 1.57 FireFastPauseTime
- 1.58 FireSlowPauseTime
- 1.59 ImpaleAttachDamage
- 1.60 ImpaleAttachShakeMag
- 1.61 ImpaleAttachShakeSecs
- 1.62 ImpaleDetachDamage
- 1.63 ImpaleDetachMomentum
- 1.64 ImpaleDetachShakeMag
- 1.65 ImpaleDetachShakeSecs
- 1.66 ImpaleMountNode
- 1.67 ImpaleOdds
- 1.68 ImpaleToMeleeOdds
- 1.69 JumpyOdds
- 1.70 LeapDelayFailure
- 1.71 LeapDelayLand
- 1.72 LeapDelayPreJump
- 1.73 LeapDelaySuccess
- 1.74 LeapHighOdds
- 1.75 LeapHighPredictOdds
- 1.76 LeapHighSpeed
- 1.77 LeapLowPredictOdds
- 1.78 LeapLowSpeed
- 1.79 LeapMaxDamage
- 1.80 LeapMaxMomentumTransfer
- 1.81 LeapMaxOdds
- 1.82 LeapNotifyTime
- 1.83 LeapToMeleeOdds
- 1.84 MaxFleeSearchDistance
- 1.85 MaxHuntFireAtLastSeenTime
- 1.86 MaxStationaryFiringDelay
- 1.87 MaxTacticalRetreatDistance
- 1.88 MaxUseCoverSearchDistance
- 1.89 Melee01DamageType
- 1.90 Melee01MaxDamage
- 1.91 Melee01MomentumPerUnitDamage
- 1.92 Melee02DamageType
- 1.93 Melee02MaxDamage
- 1.94 Melee02MomentumPerUnitDamage
- 1.95 Melee03DamageType
- 1.96 Melee03MaxDamage
- 1.97 Melee03MomentumPerUnitDamage
- 1.98 MeleeAccelerationChangeLimit
- 1.99 MeleeAccelRate
- 1.100 MeleeDamageRangeMultiplier
- 1.101 MeleeDamageXMPPawnMultiplier
- 1.102 MeleeNotifyTime
- 1.103 MeleeSpeed
- 1.104 MeleeWeaponType
- 1.105 MinAcquisitionDelay
- 1.106 MinAlertAcquisitionDelay
- 1.107 MinCrouchDistance
- 1.108 MinProneDistance
- 1.109 MinReAcquisitionDelay
- 1.110 MinReduceStanceAgainDelay
- 1.111 MinStationaryDistance
- 1.112 MinStationaryHealth
- 1.113 MinStayCrouchingTime
- 1.114 MinStayProneTime
- 1.115 OnlyLeapLowRange
- 1.116 PostAcquisitionAnimationDelay
- 1.117 PostDodgeDelay
- 1.118 PreferHighTrajectoryOdds
- 1.119 RandomCloseDodgeOdds
- 1.120 RangedNotifyTime
- 1.121 RecoverLockOutUseCoverTime
- 1.122 RefireRate
- 1.123 StationaryCrouchOdds
- 1.124 StationaryProneOdds
- 1.125 StationaryStandOdds
- 1.126 StationaryStayCrouchingOdds
- 1.127 StationaryStayProneOdds
- 1.128 TacticalJumpOdds
- 1.129 TacticalMoveCloseOdds
- 1.130 TacticalMoveFallbackOdds
- 1.131 TauntAnimationOdds
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Internal variables
AcquisitionAnimationOdds
Type: float
AttackCantFireLockoutTime
Type: float
time to disable a state from which firing isn't possible currently
Default value: 0.5
AttackClosingCanFireOdds
Type: float
odds NPC will try to fire while closing (if possible)
Default value: 1.0
AttackClosingReachableDistSquared
Type: float
defaults to 1200*1200 but some NPCs try to close directly from further away (increasing this means reach test will be more expensive)
Default value: 1440000.0
AttackMeleeMaxTime
Type: float
max
Default value: 5.0
AttackMeleeMinTime
Type: float
min durarion of melee attack (when one starts)
Default value: 2.0
AttackStationaryCanFireOdds
Type: float
odds NPC will try to fire while stationary (if possible)
Default value: 1.0
AttackTacticalMoveCanFireOdds
Type: float
odds NPC will try to fire during tactical moves (if possible)
Default value: 1.0
AttackUseCoverLockoutTime
Type: float
time to wait before trying to find cover again after not being able to find cover
Default value: 3.0
AttackUseCoverMaxTime
Type: float
diff-scaled: max
Default value: 20.0
AttackUseCoverMinTime
Type: float
min duration of using cover behavior (when starting to use cover)
Default value: 20.0
AttackUseCoverTimeOutTime
Type: float
diff-scaled: time to wait before trying to use cover metastate again after it times out
Default value: 10.0
bAlertedEnemyHunted
Type: bool
bAlwaysAttackAnnoyingNewEnemy
Type: bool
NPC will blindly attack each newly detected enemy (via see/hear/bump/damage etc.)
bAlwaysAttackNewEnemy
Type: bool
npc will blindly attack each newly detected enemy (via see/hear/bump/damage etc.)
BaseAggressiveness
Type: float
Default value: 0.3
BaseAlertness
Type: float
not currently set -- established in BotInfo
bCanAdjustStationaryPosition
Type: bool
if true, NPC can move right/left during stationary attack if shot is blocked (usually needs to be false for full-body animation-based attacks)
bCanStrafeDuringOrders
Type: bool
if true, NPC can strafe when carrying out orders
bCanStrafeDuringTacticalMoves
Type: bool
(false) if false and !bCanStrafe, NPC will turn away from enemy when doing tactical moves
bCanStrafeDuringTacticalRetreat
Type: bool
(true) if false and !bCanStrafe, NPC will turn away from enemy when backing off
Default value: True
bFacePredictedLocation
Type: bool
if true (default) NPC will face predicted location when moving to it
Default value: True
bFearNPCsMoreThanPlayers
Type: bool
bFearPlayersMoreThanNPCs
Type: bool
bHasMaxAttackRanges
Type: bool
bHasMovingMeleeAttack
Type: bool
if true, NPC can move while doing melee attacks (has proper animation support)
bHasMovingRangedAttack
Type: bool
if true, NPC can move while carrying out ranged attacks (has proper animation support)
Default value: True
bHasRangedAttack
Type: bool
mdf-tbr? might go away if behavior lists control this instead
bInstantHitAttack
Type: bool
animation-based ranged attack is an instant hit attack
bJumpDodges
Type: bool
Default value: True
bJumpy
Type: bool
bKamikazeClosing
Type: bool
if true, NPC will head straight at enemy without pathing or reachability checks
bLeadTarget
Type: bool
lead target with non-weapon based projectile attacks
Default value: True
bLeapRequiresLOS
Type: bool
if true, NPCs only leap at visible enemies
Default value: True
bMonitorStanceRanges
Type: bool
BounceLifespan
Type: float
Default value: 2.0
BounceProjectileOdds
Type: float
Default value: 1.0
bPredictChargeLocation
Type: bool
when charging head towards wherever target is headed instead of at target
bSplashDamageAttack
Type: bool
animation-based ranged attack causes splash damage
bTurnToEnemyAfterLeap
Type: bool
if true turns to enemy after leap completed (landing + delay)
CampingRate
Type: float
ChargeHeadSize
Type: float
ChargeMaxChangeSize
Type: float
ChargeMaxDamage
Type: float
ChargeMaxMomentumTransfer
Type: float
ChargeMinDamage
Type: float
CloseFaceTarget
Type: int
1: always -1: never 0: default (check time since acquired etc.)
CombatStyle
Type: float
-1 to 1 = low means tends to stay off and snipe, high means tends to charge and melee
Default value: 0.6
DodgeDestination
Type: Object.Vector
where the npc will dodge to
DodgeDistance
Type: float
how far NPC tries to dodge
Default value: 300.0
DodgeInsteadofStrafeOdds
Type: float
odds of dodging projectiles rather than strafing away from them
DodgeProjectileOdds
Type: float
odds that an NPC will dodge to avoid projectiles
DodgeTime
Type: float
duration of dodge animation (updated after first dodge occurs)
Default value: -0.655
FireCheckFailedRate
Type: float
Default value: 0.5
FireCheckRate
Type: float
rate at which behavior controller checks for being able to fire
Default value: 1.0
FireFastDuration
Type: float
duration for "fast" (rapid fire) shots
Default value: 1.0
FireFastPauseTime
Type: float
time to wait between "fast" (rapid fire) shots
Default value: 1.0
FireSlowPauseTime
Type: float
time to wait between "slow" (non-rapid fire) shots
Default value: 1.0
ImpaleAttachDamage
Type: float
damage to victim when impaling starts
ImpaleAttachShakeMag
Type: float
how much / how long to shake the camera when sticking the victim
ImpaleAttachShakeSecs
Type: float
ImpaleDetachDamage
Type: float
damage to victim when impaling ends
ImpaleDetachMomentum
Type: float
velocity to impart on victim when impaling is done
ImpaleDetachShakeMag
Type: float
how much / how long to shake the camera when launching the victim
ImpaleDetachShakeSecs
Type: float
ImpaleMountNode
Type: string
ImpaleOdds
Type: float
odds of impaling the enemy
ImpaleToMeleeOdds
Type: float
odds of using impale behavior instead of melee attacks
JumpyOdds
Type: float
Default value: 0.33
LeapDelayFailure
Type: float
seconds - time to wait after a failed leap attempt (e.g. something in the way)
Default value: 2.0
LeapDelayLand
Type: float
delay after leaping NPC lands
LeapDelayPreJump
Type: float
delay prior to leaping including time to turn towards destination
Default value: 0.25
LeapDelaySuccess
Type: float
seconds - time to wait after a successful leap before trying again
Default value: 5.0
LeapHighOdds
Type: float
odds NPC will use high projectile trajectory (if target inside range)
LeapHighPredictOdds
Type: float
odds NPC will predict target's location with high trajectory
Default value: 1.0
LeapHighSpeed
Type: float
speed of high leap
LeapLowPredictOdds
Type: float
odds NPC will predict target's location with low trajectory
Default value: 1.0
LeapLowSpeed
Type: float
speed of low leap (determines range) NOTE: Pawns fall faster than other Actors...
LeapMaxDamage
Type: int
max damage if target hit dead on
LeapMaxMomentumTransfer
Type: float
max MT if target hit dead on
LeapMaxOdds
Type: float
odds NPC will leap at 45 degrees (max range) when target out of range
Default value: 1.0
LeapNotifyTime
Type: float
time between start of leap animation and leap notify (refined with first leap)
Default value: 0.25
LeapToMeleeOdds
Type: float
odds NPC will go straight to melee attack if enemy bumped during leap
MaxFleeSearchDistance
Type: float
Default value: 2048.0
MaxHuntFireAtLastSeenTime
Type: float
controls how long NPC can shoot at last enemy seen position when hunting
Default value: 3.0
MaxStationaryFiringDelay
Type: float
leave stationary attack state if NPC won't be able to fire for at least this long
Default value: 0.25
MaxTacticalRetreatDistance
Type: float
distance NPCs back of by when using TacticalRetreats
Default value: 256.0
MaxUseCoverSearchDistance
Type: float
Default value: 2048.0
Melee01DamageType
Type: class<DamageType>
Default value: Class'U2.DamageTypePhysical'
Melee01MaxDamage
Type: int
Default value: 30
Melee01MomentumPerUnitDamage
Type: int
Default value: 2500
Melee02DamageType
Type: class<DamageType>
Default value: Class'U2.DamageTypePhysical'
Melee02MaxDamage
Type: int
Default value: 30
Melee02MomentumPerUnitDamage
Type: int
Default value: 2500
Melee03DamageType
Type: class<DamageType>
Default value: Class'U2.DamageTypePhysical'
Melee03MaxDamage
Type: int
Default value: 30
Melee03MomentumPerUnitDamage
Type: int
Default value: 2500
MeleeAccelerationChangeLimit
Type: float
Default value: -1.0
MeleeAccelRate
Type: float
rate to scale Pawn's acceleration by when matching enemy's velocity during melee attack, 0.0 means use default AccelRate
MeleeDamageRangeMultiplier
Type: float
amount to scale melee range by when checking for damage to target
Default value: 1.4
MeleeDamageXMPPawnMultiplier
Type: float
goose up melee damage to force fields & such
MeleeNotifyTime
Type: float
quick 'n dirty way to fake a melee notify (should use animation ultimately)
MeleeSpeed
Type: float
speed to scale Pawn's velocity by when matching enemy's velocity during melee attack, 0.0 means use current velocity, 1.0 means use full GroundSpeed
MeleeWeaponType
Type: LicenseePawn.EWeaponAnimationType
MinAcquisitionDelay
Type: float
additional delay when an enemy is acquired (after turning towards enemy, playing animation etc.).
Default value: 1.0
MinAlertAcquisitionDelay
Type: float
delay before firing when re-acquiring an enemy while fairly alert (enemy detected recently, using cover etc.)
Default value: 0.25
MinCrouchDistance
Type: float
if Enemy within this distance, shouldn't be crouching / prone
Default value: 256.0
MinProneDistance
Type: float
if Enemy within this distance, shouldn't be prone
Default value: 1024.0
MinReAcquisitionDelay
Type: float
delay before firing when re-acquiring an enemy that is being hunted
Default value: 0.5
MinReduceStanceAgainDelay
Type: float
min delay after crouching/prone before going standing -> crouching/prone or crouching -> prone again
Default value: 5.0
MinStationaryDistance
Type: float
if Enemy within this distance, don't remain stationary (-1 ==> no effect)
Default value: 256.0
MinStationaryHealth
Type: float
Default value: 30.0
MinStayCrouchingTime
Type: float
min time NPC will stay crouching if it crouches (e.g. before moving)
Default value: 2.0
MinStayProneTime
Type: float
min time NPC will stay prone if it goes prone (e.g. before moving)
Default value: 3.0
OnlyLeapLowRange
Type: float
PostAcquisitionAnimationDelay
Type: float
PostDodgeDelay
Type: float
time to wait after dodge animation is complete
Default value: 0.25
PreferHighTrajectoryOdds
Type: float
odds that tossed projectiles will use high vs low trajectory solution
RandomCloseDodgeOdds
Type: float
odds of dodging during a closing attack move
RangedNotifyTime
Type: float
RecoverLockOutUseCoverTime
Type: float
time to wait before trying to find cover again after recovering enemy (e.g. after hunt)
Default value: 3.0
RefireRate
Type: float
mdf-tbd: not used much currently (lower=faster -- opposite of UT?)
Default value: 0.2
StationaryCrouchOdds
Type: float
odds that NPC will crouch when stationary (attacking, holding etc.)
StationaryProneOdds
Type: float
odds that NPC will go prone when stationary (attacking, holding etc.)
StationaryStandOdds
Type: float
odds that NPC will stand when stationary (attacking, holding etc.)
Default value: 1.0
StationaryStayCrouchingOdds
Type: float
odds that NPC will stay crouching (once crouching) when stationary
Default value: 1.0
StationaryStayProneOdds
Type: float
odds that NPC will stay prone (once prone) when stationary
Default value: 1.0
TacticalJumpOdds
Type: float
odds of jumping during a tactical move
TacticalMoveCloseOdds
Type: float
odds NPC will use tactical moves while closing in on an enemy
Default value: 0.75
TacticalMoveFallbackOdds
Type: float
TauntAnimationOdds
Type: float