Cogito, ergo sum

UE2:UtilGame (U2XMP)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
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

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

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


AdjustDestinationForPhysics

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


CanActorMoveTo

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


CheckFutureSight

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


CopyDisplaySettings

static final function CopyDisplaySettings (Actor Source, Actor Destination)


CutsceneIsRunning

static function bool CutsceneIsRunning (Actor ContextActor)


DrawFace

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


DumpInventory

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


FindActorByName

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


ForceWeaponIntoInventory

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


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<ActorProjectileClass, float ProjectileSpeed, float DelayTime, Object.Vector StartLocation, float TargetDistance, bool bUseHighTrajectory, out Object.Vector TargetLocation)


GetClosestActor

static final function Actor GetClosestActor (Actor OriginActor, class<ActorClassToSearchFor, optional float MaxSearchRadius)


GetClosestOfClass

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


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

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


GetInventoryCount

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


GetInventoryItem

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


GetInverseTrajectory

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

static final function float GetMaxRange (Actor SourceActor, class<ActorProjectileClass, 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<ActorProjectileClass, 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<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

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


GiveInventoryClass

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


GiveInventoryString

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


IsInView

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


IsInViewCos

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


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

static final function MakeWeaponCurrent (Pawn P, Weapon Weap)


PlaceActorOnFloor

static final function PlaceActorOnFloor (Actor A)


PlaceActorOnFloorUnderLocation

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


RemoveInventoryString

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


SetCurrentWeaponClass

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


SetCurrentWeaponString

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


SLCActorCanSeeActor

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


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


VerifyLeapParameters

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

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


VerifyTrajectory

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

static final function bool VertexWithinDistance (Actor A, array<Actor.FaceFaces, float MaxDistance)