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UE2:UtilGame (U2XMP)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents
- 1 Constants
- 2 Properties
- 2.1 LastDebugName
- 2.2 MaxPitchError
- 2.3 MaxPredictProjectileAttempts
- 2.4 MaxTargetBlockedMissMultiplier
- 2.5 MaxTargetBlockedPitchError
- 2.6 MinModifyForSpreadDistance
- 2.7 MinPitchError
- 2.8 MinTargetBlockedMissMultiplier
- 2.9 MinTargetBlockedPitchError
- 2.10 PredictProjectileThreshold
- 2.11 VerifyTrajectoryHorizontalExtentPadding
- 2.12 VerifyTrajectorySamples
- 2.13 VerifyTrajectoryVerticalExtentPadding
- 3 Enums
- 4 Static functions
- 4.1 ActorCanSeeActor
- 4.2 ActorLookingAt
- 4.3 AdjustDestinationForPhysics
- 4.4 CanActorMoveTo
- 4.5 CheckFutureSight
- 4.6 CopyDisplaySettings
- 4.7 CutsceneIsRunning
- 4.8 DrawFace
- 4.9 DumpInventory
- 4.10 FindActorByName
- 4.11 ForceWeaponIntoInventory
- 4.12 GetAIDebugMessage
- 4.13 GetAimingDestination
- 4.14 GetBestPredictedLocation
- 4.15 GetBestPredictedProjectileLocation
- 4.16 GetClosestActor
- 4.17 GetClosestOfClass
- 4.18 GetFilteredActors
- 4.19 GetGravityConstant
- 4.20 GetInventoryCount
- 4.21 GetInventoryItem
- 4.22 GetInverseTrajectory
- 4.23 GetMaxRange
- 4.24 GetMissVector
- 4.25 GetNamedActor
- 4.26 GetNamedOrHitActor
- 4.27 GetRange
- 4.28 GetRotatedFireStart
- 4.29 GetVerifiedInverseTrajectory
- 4.30 GiveInventory
- 4.31 GiveInventoryClass
- 4.32 GiveInventoryString
- 4.33 IsInView
- 4.34 IsInViewCos
- 4.35 LogAIDebugMessage
- 4.36 MakeShake
- 4.37 MakeWeaponCurrent
- 4.38 PlaceActorOnFloor
- 4.39 PlaceActorOnFloorUnderLocation
- 4.40 RemoveInventoryString
- 4.41 SetCurrentWeaponClass
- 4.42 SetCurrentWeaponString
- 4.43 SLCActorCanSeeActor
- 4.44 TryToHit
- 4.45 UpdatePathsForBlockingFaces
- 4.46 VerifyLeapParameters
- 4.47 VerifyNamedActor
- 4.48 VerifyTrajectory
- 4.49 VertexWithinDistance
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UtilGame.uc $Author: Mfox $ $Date: 1/05/03 8:45p $ $Revision: 38 $ NEW: file
Constants[edit]
MaxFilteredActors[edit]
Value: 10
NonPawnGravityFactor[edit]
Value: 0.500
amount we need to scale gravity by for Newtonian physics calculations to work
PawnGravityFactor[edit]
Value: 1.000
TimeFieldSize[edit]
Value: 8
NameFieldSize[edit]
Value: 15
StateFieldSize[edit]
Value: 32
PrefixFieldSize[edit]
Value: 5
MaxPathCheckRadius[edit]
Value: 1300
(PathsMaxDist+100)
Radians45[edit]
Value: 0.785398
Properties[edit]
LastDebugName[edit]
Type: name
Modifiers: private
MaxPitchError[edit]
Type: float
Default value: 4096.0
MaxPredictProjectileAttempts[edit]
Type: int
Default value: 16
MaxTargetBlockedMissMultiplier[edit]
Type: float
Default value: 3.0
MaxTargetBlockedPitchError[edit]
Type: float
Default value: 4096.0
MinModifyForSpreadDistance[edit]
Type: float
Default value: 512.0
MinPitchError[edit]
Type: float
Default value: -1024.0
MinTargetBlockedMissMultiplier[edit]
Type: float
MinTargetBlockedPitchError[edit]
Type: float
Default value: -1024.0
PredictProjectileThreshold[edit]
Type: float
Default value: 16.0
VerifyTrajectoryHorizontalExtentPadding[edit]
Type: float
VerifyTrajectorySamples[edit]
Type: int
Default value: 8
VerifyTrajectoryVerticalExtentPadding[edit]
Type: float
Default value: 8.0
Enums[edit]
EDistanceFilterType[edit]
- DFT_First
- DFT_Closest
- DFT_Furthest
- DFT_Any
ELeapResult[edit]
- LR_None
- no solution or blocked
- LR_OutOfRange
- destination is too far to reach
- LR_OutOfAngle
- angle between vector to destination and Pawn's rotation is too great
- LR_Success
- found a valid solution
ETrajectoryType[edit]
- TRAJ_None
- TRAJ_Low
- only check/return low trajectory
- TRAJ_High
- only check/return high trajectory
- TRAJ_PreferLow
- check/return low first, then check/return high if low fails
- TRAJ_PreferHigh
- check/return high first, then check/return low if high fails
EVisibilityFilterType[edit]
- VFT_None
- VFT_Visible
- VFT_FOV
Static functions[edit]
ActorCanSeeActor[edit]
static final function bool ActorCanSeeActor (Actor TraceFromActor, Actor TraceToActor, float FOVCos, optional bool bTraceActors)
ActorLookingAt[edit]
AdjustDestinationForPhysics[edit]
static function AdjustDestinationForPhysics (Actor SourceActor, out Object.Vector DestinationLocation)
CanActorMoveTo[edit]
CheckFutureSight[edit]
CopyDisplaySettings[edit]
CutsceneIsRunning[edit]
DrawFace[edit]
static final function DrawFace (Actor.Face F, Object.Color Clr)
DumpInventory[edit]
FindActorByName[edit]
static final function bool FindActorByName (Actor SearchingActor, name ActorName, out Actor FoundActor)
ForceWeaponIntoInventory[edit]
GetAIDebugMessage[edit]
static final function string GetAIDebugMessage (Controller C, string Prefix, coerce string Msg, optional coerce string StateStr, optional bool bSpace)
GetAimingDestination[edit]
static final function bool GetAimingDestination (Actor AimingActor, float AimingSpeed, float DelayTime, Actor TargetActor, out Object.Vector AimingDestination)
GetBestPredictedLocation[edit]
static final function GetBestPredictedLocation (Actor AimingActor, Actor TargetActor, float ClosingSpeed, float DelayTime, out Object.Vector PredictedLocation)
GetBestPredictedProjectileLocation[edit]
static final function GetBestPredictedProjectileLocation (Actor AimingActor, Actor TargetActor, class<Actor> ProjectileClass, float ProjectileSpeed, float DelayTime, Object.Vector StartLocation, float TargetDistance, bool bUseHighTrajectory, out Object.Vector TargetLocation)
GetClosestActor[edit]
static final function Actor GetClosestActor (Actor OriginActor, class<Actor> ClassToSearchFor, optional float MaxSearchRadius)
GetClosestOfClass[edit]
GetFilteredActors[edit]
static final function int GetFilteredActors (Actor OriginActor, string TargetNameStr, out Actor MatchingActors[MaxFilteredActors ], float MinRadius, float MaxRadius, EDistanceFilterType DistanceFilterType, EVisibilityFilterType VisibilityFilterType, int MaxMatches, optional bool bAllowUnSafe, optional bool b2DDistanceCheck)
GetGravityConstant[edit]
GetInventoryCount[edit]
GetInventoryItem[edit]
static final function Inventory GetInventoryItem (Pawn InventoryHolder, class<Inventory> InventoryType)
GetInverseTrajectory[edit]
static final function int GetInverseTrajectory (Actor SourceActor, class<Actor> ProjectileClass, float ProjectileSpeed, Object.Vector StartLocation, Object.Vector TargetLocation, out float ThetaLow, out float ThetaHigh, out float InterceptTimeLow, out float InterceptTimeHigh)
GetMaxRange[edit]
static final function float GetMaxRange (Actor SourceActor, class<Actor> ProjectileClass, float ProjectileSpeed)
GetMissVector[edit]
static final function Object.Vector GetMissVector (Actor AimingActor, Actor TargetActor, float LastHitTime, float MaxAffectedByHitTime, float MaxHitMissMultiplier, float MinHitPitchError, float MaxHitPitchError, float LastAcquisitionTime, float MaxAffectedByAcquisitionTime, float MaxAcquireMissMultiplier, float MinAcquirePitchError, float MaxAcquirePitchError, bool bTargetObscured, out int PitchError)
GetNamedActor[edit]
static final function Actor GetNamedActor (Actor InstanceActor, name N, optional bool bTryClassMatch, optional bool bAllowUnSafe)
GetNamedOrHitActor[edit]
static final function Actor GetNamedOrHitActor (Controller C, optional name TargetName, optional bool bTraceVisibleNonColliding, optional bool bTryClassMatch)
GetRange[edit]
static final function float GetRange (Actor SourceActor, class<Actor> ProjectileClass, float ProjectileSpeed, float Theta)
GetRotatedFireStart[edit]
static final function Object.Vector GetRotatedFireStart (Pawn SourcePawn, Object.Vector SourceLocation, Object.Rotator TargetRotation, Object.Vector FireOffset)
GetVerifiedInverseTrajectory[edit]
static final function bool GetVerifiedInverseTrajectory (Actor SourceActor, class<Actor> ProjectileClass, float ProjectileSpeed, Object.Vector StartLocation, Object.Vector TargetLocation, Actor TargetActor, ETrajectoryType TrajectoryType, out float Theta, out float InterceptTime, optional Object.Vector Extents, optional float MinTimeOutDistance)
GiveInventory[edit]
GiveInventoryClass[edit]
GiveInventoryString[edit]
static final function Inventory GiveInventoryString (Pawn TargetPawn, coerce string InventoryString)
IsInView[edit]
IsInViewCos[edit]
LogAIDebugMessage[edit]
static final function LogAIDebugMessage (Controller C, string Prefix, coerce string Msg, optional coerce string StateStr, optional bool bSkipLine)
MakeShake[edit]
static final function MakeShake (Actor Context, Object.Vector ShakeLocation, float ShakeRadius, float ShakeMagnitude, optional float ShakeDuration)
MakeWeaponCurrent[edit]
PlaceActorOnFloor[edit]
static final function PlaceActorOnFloor (Actor A)
PlaceActorOnFloorUnderLocation[edit]
static final function bool PlaceActorOnFloorUnderLocation (Actor TargetActor, Object.Vector TargetLocation)
RemoveInventoryString[edit]
SetCurrentWeaponClass[edit]
SetCurrentWeaponString[edit]
SLCActorCanSeeActor[edit]
TryToHit[edit]
static final function bool TryToHit (Actor AimingActor, Actor TargetActor, float TargetDistance, float SpreadDegrees, float LastHitTime, float MaxAffectedByHitTime, float LastAcquisitionTime, float MaxAffectedByAcquisitionTime, float TryToHitBaseOddsMin, float TryToHitBaseOddsMax, float TryToHitBaseDistance, float TryToHitMinMissDistance, float TryToHitMaxHitDistance, optional float TryToHitBaseSpeed, optional float TryToHitBaseSpeedOdds)
UpdatePathsForBlockingFaces[edit]
static final function bool UpdatePathsForBlockingFaces (Actor ContextActor, array<Actor.Face> Faces, float CostToAdd, int TeamNumber, array<ReachSpec> ModifiedReachSpecs)
VerifyLeapParameters[edit]
static final function ELeapResult VerifyLeapParameters (Actor SourceActor, class<Actor> ProjectileClass, float ProjectileSpeed, Object.Vector TargetLocation, Object.Vector StartLocation, Actor TargetActor, ETrajectoryType TrajectoryType, out float Theta, optional Object.Vector Extents)
VerifyNamedActor[edit]
VerifyTrajectory[edit]
static final function bool VerifyTrajectory (Actor SourceActor, class<Actor> ProjectileClass, float ProjectileSpeed, Object.Vector StartLocation, Object.Vector TargetLocation, Actor TargetActor, float Theta, optional float InterceptTime, optional Object.Vector Extents, optional float MinTimeOutDistance)
VertexWithinDistance[edit]
static final function bool VertexWithinDistance (Actor A, array<Actor.Face> Faces, float MaxDistance)