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UE3:Controller instance functions (UT3)
Object >> Actor >> Controller (instance functions) |
Contents
- 1 Instance functions
- 1.1 CheckNearMiss
- 1.2 CleanupPRI
- 1.3 ClientSetLocation
- 1.4 ClientSetRotation
- 1.5 ClientSetWeapon
- 1.6 ClientSwitchToBestWeapon
- 1.7 DisplayDebug
- 1.8 EnemyJustTeleported
- 1.9 FireWeaponAt
- 1.10 GameHasEnded
- 1.11 GamePlayEndedState
- 1.12 GetAdjustedAimFor
- 1.13 GetHumanReadableName
- 1.14 GetKillerController
- 1.15 GetRouteGoalAfter
- 1.16 HandlePickup
- 1.17 InitPlayerReplicationInfo
- 1.18 InstantWarnTarget
- 1.19 IsAimingAt
- 1.20 IsDead
- 1.21 IsSpectating
- 1.22 LandingShake
- 1.23 NotifyAddInventory
- 1.24 NotifyChangedWeapon
- 1.25 NotifyCoverClaimViolation
- 1.26 NotifyCoverDisabled
- 1.27 NotifyKilled
- 1.28 NotifyProjLanded
- 1.29 NotifyTakeHit
- 1.30 OnCauseDamage
- 1.31 OnMakeNoise
- 1.32 OnPossess
- 1.33 OnTeleport
- 1.34 OnToggleAffectedByHitEffects
- 1.35 OnToggleGodMode
- 1.36 OnToggleHidden
- 1.37 PawnDied
- 1.38 ReadyForLift
- 1.39 ReceiveProjectileWarning
- 1.40 ReceiveWarning
- 1.41 Restart
- 1.42 RoundHasEnded
- 1.43 SendMessage
- 1.44 ServerGivePawn
- 1.45 ServerRestartPlayer
- 1.46 SetCharacter
- 1.47 UnderLift
- 1.48 UpdateSex
- 1.49 WaitForMover
- 1.50 WarnProjExplode
- Controller instance functions in other games:
- U2, U2XMP, UE2Runtime, UT2003, UT2004, UDK
- Other member categories for this class:
- events, properties
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Instance functions[edit]
CheckNearMiss[edit]
CleanupPRI[edit]
ClientSetLocation[edit]
ClientSetRotation[edit]
ClientSetWeapon[edit]
ClientSwitchToBestWeapon[edit]
DisplayDebug[edit]
Overrides: Actor.DisplayDebug
list important Controller variables on canvas. HUD will call DisplayDebug() on the current ViewTarget when the ShowDebug exec is used
Parameters:
- HUD - HUD with canvas to draw on
- out_YL - Height of the current font
- out_YPos - Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line.
EnemyJustTeleported[edit]
FireWeaponAt[edit]
GameHasEnded[edit]
GamePlayEndedState[edit]
GetAdjustedAimFor[edit]
Adjusts weapon aiming direction. Gives controller a chance to modify the aiming of the pawn. For example aim error, auto aiming, adhesion, AI help... Requested by weapon prior to firing.
Parameters:
- W - weapon about to fire
- StartFireLoc - world location of weapon fire start trace, or projectile spawn loc.
- BaseAimRot - original aiming rotation without any modifications.
GetHumanReadableName[edit]
Overrides: Actor.GetHumanReadableName
GetKillerController[edit]
called when this Controller causes a kill; gives it the opportunity to override with a different Controller that should get kill credit instead
Returns:
- the Controller that should get kill credit
GetRouteGoalAfter[edit]
HandlePickup[edit]
InitPlayerReplicationInfo[edit]
spawns and initializes the PlayerReplicationInfo for this Controller
InstantWarnTarget[edit]
IsAimingAt[edit]
This will return whether or not this controller is aiming at the passed in actor. We are defining AIMing to mean that you are attempting to target the actor. Not just looking in the direction of the actor.
IsDead[edit]
IsSpectating[edit]
Returns true if controller is spectating
LandingShake[edit]
LandingShake() returns true if controller wants landing view shake
NotifyAddInventory[edit]
Called when an inventory item is given to our Pawn (owning client only)
Parameters:
- the - Inventory item that was added
NotifyChangedWeapon[edit]
NotifyCoverClaimViolation[edit]
Called when cover that AI had claimed is claimed forceably by someone else (usually a player)
NotifyCoverDisabled[edit]
Called when a slot is disabled with this controller as the current owner.
NotifyKilled[edit]
NotifyProjLanded[edit]
NotifyTakeHit[edit]
OnCauseDamage[edit]
Overrides: Actor.OnCauseDamage
Redirect to pawn.
OnMakeNoise[edit]
Overrides: Actor.OnMakeNoise
Force this actor to make a noise that the AI may hear
OnPossess[edit]
Kismet Action to possess a Pawn or a vehicle
OnTeleport[edit]
Overrides: Actor.OnTeleport
Overridden to redirect to pawn, since teleporting the controller would be useless. If Action == None, this was called from the Pawn already
OnToggleAffectedByHitEffects[edit]
OnToggleGodMode[edit]
Sets god mode based on the activated link.
OnToggleHidden[edit]
Overrides: Actor.OnToggleHidden
Overridden to redirect to the pawn if available.
PawnDied[edit]
ReadyForLift[edit]
ReceiveProjectileWarning[edit]
ReceiveWarning[edit]
Restart[edit]
RoundHasEnded[edit]
SendMessage[edit]
ServerGivePawn[edit]
ServerRestartPlayer[edit]
SetCharacter[edit]
UnderLift[edit]
Called when the this Controller's Pawn gets hit by an InterpActor interpolating downward while this Controller has Lift set as its PendingMover
Parameters:
- Lift - the LiftCenter associated with the InterpActor that hit the Pawn
UpdateSex[edit]
WaitForMover[edit]
WarnProjExplode[edit]
Notification from given projectil that it is about to explode