My program doesn't have bugs. It just develops random features.

UE2:UtilGame (U2XMP)

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U2XMP Object >> Actor >> UtilGame

Contents

Package: 
Engine
This class in other games:
U2

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]

static final function bool ActorLookingAt (Actor SeeingActor, Actor Target, float FOVCos)


AdjustDestinationForPhysics[edit]

static function AdjustDestinationForPhysics (Actor SourceActor, out Object.Vector DestinationLocation)


CanActorMoveTo[edit]

static final function bool CanActorMoveTo (Actor A, Object.Vector MoveDir, float MoveDistance)


CheckFutureSight[edit]

static final function bool CheckFutureSight (Pawn SourcePawn, Actor TargetActor, float DeltaTime)


CopyDisplaySettings[edit]

static final function CopyDisplaySettings (Actor Source, Actor Destination)


CutsceneIsRunning[edit]

static function bool CutsceneIsRunning (Actor ContextActor)


DrawFace[edit]

static final function DrawFace (Actor.Face F, Object.Color Clr)


DumpInventory[edit]

static final function DumpInventory (Pawn P, optional string ContextString)


FindActorByName[edit]

static final function bool FindActorByName (Actor SearchingActor, name ActorName, out Actor FoundActor)


ForceWeaponIntoInventory[edit]

static final function Weapon ForceWeaponIntoInventory (Pawn P, class<WeaponWeapClass)


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<ActorProjectileClass, 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<ActorClassToSearchFor, optional float MaxSearchRadius)


GetClosestOfClass[edit]

static final function Actor GetClosestOfClass (Actor InstanceActor, name ClassName, bool bIsA)


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]

static final function float GetGravityConstant (Actor SourceActor, class<ActorProjectileClass)


GetInventoryCount[edit]

static final function int GetInventoryCount (Pawn InventoryHolder, class<InventoryInventoryType)


GetInventoryItem[edit]

static final function Inventory GetInventoryItem (Pawn InventoryHolder, class<InventoryInventoryType)


GetInverseTrajectory[edit]

static final function int GetInverseTrajectory (Actor SourceActor, class<ActorProjectileClass, 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<ActorProjectileClass, 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<ActorProjectileClass, 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<ActorProjectileClass, 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]

static final function bool GiveInventory (Pawn TargetPawn, Inventory Inv)


GiveInventoryClass[edit]

static final function Inventory GiveInventoryClass (Pawn TargetPawn, class<InventoryInvClass)


GiveInventoryString[edit]

static final function Inventory GiveInventoryString (Pawn TargetPawn, coerce string InventoryString)


IsInView[edit]

static final function bool IsInView (Object.Vector ViewVec, Object.Vector DirVec, float FOV)


IsInViewCos[edit]

static final function bool IsInViewCos (Object.Vector ViewVec, Object.Vector DirVec, float FOVCos)


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]

static final function MakeWeaponCurrent (Pawn P, Weapon Weap)


PlaceActorOnFloor[edit]

static final function PlaceActorOnFloor (Actor A)


PlaceActorOnFloorUnderLocation[edit]

static final function bool PlaceActorOnFloorUnderLocation (Actor TargetActor, Object.Vector TargetLocation)


RemoveInventoryString[edit]

static final function bool RemoveInventoryString (Pawn TargetPawn, coerce string InventoryString)


SetCurrentWeaponClass[edit]

static final function Weapon SetCurrentWeaponClass (Pawn P, class<WeaponWeapClass)


SetCurrentWeaponString[edit]

static final function Weapon SetCurrentWeaponString (Pawn P, string WeaponClassString)


SLCActorCanSeeActor[edit]

static final function bool SLCActorCanSeeActor (Actor SourceActor, Actor TargetActor)


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.FaceFaces, float CostToAdd, int TeamNumber, array<ReachSpecModifiedReachSpecs)


VerifyLeapParameters[edit]

static final function ELeapResult VerifyLeapParameters (Actor SourceActor, class<ActorProjectileClass, float ProjectileSpeed, Object.Vector TargetLocation, Object.Vector StartLocation, Actor TargetActor, ETrajectoryType TrajectoryType, out float Theta, optional Object.Vector Extents)


VerifyNamedActor[edit]

static final function bool VerifyNamedActor (Actor A, bool bAllowUnSafe)


VerifyTrajectory[edit]

static final function bool VerifyTrajectory (Actor SourceActor, class<ActorProjectileClass, 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.FaceFaces, float MaxDistance)