Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
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
MaxFilteredActors
Value: 10
NonPawnGravityFactor
Value: 0.500
amount we need to scale gravity by for Newtonian physics calculations to work
PawnGravityFactor
Value: 1.000
TimeFieldSize
Value: 8
NameFieldSize
Value: 15
StateFieldSize
Value: 32
PrefixFieldSize
Value: 5
MaxPathCheckRadius
Value: 1300
(PathsMaxDist+100)
Radians45
Value: 0.785398
Properties
LastDebugName
Type: name
Modifiers: private
MaxPitchError
Type: float
Default value: 4096.0
MaxPredictProjectileAttempts
Type: int
Default value: 16
MaxTargetBlockedMissMultiplier
Type: float
Default value: 3.0
MaxTargetBlockedPitchError
Type: float
Default value: 4096.0
MinModifyForSpreadDistance
Type: float
Default value: 512.0
MinPitchError
Type: float
Default value: -1024.0
MinTargetBlockedMissMultiplier
Type: float
MinTargetBlockedPitchError
Type: float
Default value: -1024.0
PredictProjectileThreshold
Type: float
Default value: 16.0
VerifyTrajectoryHorizontalExtentPadding
Type: float
VerifyTrajectorySamples
Type: int
Default value: 8
VerifyTrajectoryVerticalExtentPadding
Type: float
Default value: 8.0
Enums
EDistanceFilterType
- DFT_First
- DFT_Closest
- DFT_Furthest
- DFT_Any
ELeapResult
- 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
- 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
- VFT_None
- VFT_Visible
- VFT_FOV
Static functions
ActorCanSeeActor
static final function bool ActorCanSeeActor (Actor TraceFromActor, Actor TraceToActor, float FOVCos, optional bool bTraceActors)
ActorLookingAt
AdjustDestinationForPhysics
static function AdjustDestinationForPhysics (Actor SourceActor, out Object.Vector DestinationLocation)
CanActorMoveTo
CheckFutureSight
CopyDisplaySettings
CutsceneIsRunning
DrawFace
static final function DrawFace (Actor.Face F, Object.Color Clr)
DumpInventory
FindActorByName
static final function bool FindActorByName (Actor SearchingActor, name ActorName, out Actor FoundActor)
ForceWeaponIntoInventory
GetAIDebugMessage
static final function string GetAIDebugMessage (Controller C, string Prefix, coerce string Msg, optional coerce string StateStr, optional bool bSpace)
GetAimingDestination
static final function bool GetAimingDestination (Actor AimingActor, float AimingSpeed, float DelayTime, Actor TargetActor, out Object.Vector AimingDestination)
GetBestPredictedLocation
static final function GetBestPredictedLocation (Actor AimingActor, Actor TargetActor, float ClosingSpeed, float DelayTime, out Object.Vector PredictedLocation)
GetBestPredictedProjectileLocation
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
static final function Actor GetClosestActor (Actor OriginActor, class<Actor> ClassToSearchFor, optional float MaxSearchRadius)
GetClosestOfClass
GetFilteredActors
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
GetInventoryCount
GetInventoryItem
static final function Inventory GetInventoryItem (Pawn InventoryHolder, class<Inventory> InventoryType)
GetInverseTrajectory
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
static final function float GetMaxRange (Actor SourceActor, class<Actor> ProjectileClass, float ProjectileSpeed)
GetMissVector
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
static final function Actor GetNamedActor (Actor InstanceActor, name N, optional bool bTryClassMatch, optional bool bAllowUnSafe)
GetNamedOrHitActor
static final function Actor GetNamedOrHitActor (Controller C, optional name TargetName, optional bool bTraceVisibleNonColliding, optional bool bTryClassMatch)
GetRange
static final function float GetRange (Actor SourceActor, class<Actor> ProjectileClass, float ProjectileSpeed, float Theta)
GetRotatedFireStart
static final function Object.Vector GetRotatedFireStart (Pawn SourcePawn, Object.Vector SourceLocation, Object.Rotator TargetRotation, Object.Vector FireOffset)
GetVerifiedInverseTrajectory
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
GiveInventoryClass
GiveInventoryString
static final function Inventory GiveInventoryString (Pawn TargetPawn, coerce string InventoryString)
IsInView
IsInViewCos
LogAIDebugMessage
static final function LogAIDebugMessage (Controller C, string Prefix, coerce string Msg, optional coerce string StateStr, optional bool bSkipLine)
MakeShake
static final function MakeShake (Actor Context, Object.Vector ShakeLocation, float ShakeRadius, float ShakeMagnitude, optional float ShakeDuration)
MakeWeaponCurrent
PlaceActorOnFloor
static final function PlaceActorOnFloor (Actor A)
PlaceActorOnFloorUnderLocation
static final function bool PlaceActorOnFloorUnderLocation (Actor TargetActor, Object.Vector TargetLocation)
RemoveInventoryString
SetCurrentWeaponClass
SetCurrentWeaponString
SLCActorCanSeeActor
TryToHit
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
static final function bool UpdatePathsForBlockingFaces (Actor ContextActor, array<Actor.Face> Faces, float CostToAdd, int TeamNumber, array<ReachSpec> ModifiedReachSpecs)
VerifyLeapParameters
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
VerifyTrajectory
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
static final function bool VertexWithinDistance (Actor A, array<Actor.Face> Faces, float MaxDistance)