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UE2:U2PawnBasic internal variables (U2XMP)

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U2XMP Object >> Actor >> Pawn >> LicenseePawn >> U2Pawn >> U2PawnBase >> U2PawnBasic (internal variables)

Contents

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