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UE3:UTPlayerController states (UDK)

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Contents

UTPlayerController states in other games:
UT3
Other member categories for this class:
constants, exec functions, instance functions, internal variables

States

Dead

Inherits from: PlayerController.Dead

Ignores: HearNoise, KilledBy, NextWeapon, PrevWeapon, SeePlayer

Dead.BeginState

event BeginState (name PreviousStateName)

Overrides: PlayerController.Dead.BeginState

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

Dead.ClientSetViewTarget

reliable client event ClientSetViewTarget (Actor A, optional Camera.ViewTargetTransitionParams TransitionParams)

Overrides: PlayerController.ClientSetViewTarget (global)


Dead.EndState

event EndState (name NextStateName)

Overrides: PlayerController.Dead.EndState

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

Dead.Timer

event Timer ()

Overrides: PlayerController.Dead.Timer


Dead.DoForcedRespawn

function DoForcedRespawn ()

forces player to respawn if it is enabled

Dead.FindGoodView

function FindGoodView ()

Overrides: PlayerController.Dead.FindGoodView


Dead.ShowQuickPick

exec function ShowQuickPick ()

Overrides: ShowQuickPick (global)

Show the Quick Pick Scene

Dead.StartFire

exec function StartFire (optional byte FireModeNum)

Overrides: PlayerController.Dead.StartFire


Dead.SwitchWeapon

exec function SwitchWeapon (byte T)

Overrides: SwitchWeapon (global)


Dead.ToggleMelee

exec function ToggleMelee ()

Overrides: ToggleMelee (global)


InQueue

Extends: Spectating

InQueue.BeginState

event BeginState (name PreviousStateName)

Overrides: Spectating.BeginState

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

InQueue.EndState

event EndState (name NextStateName)

Overrides: Spectating.EndState

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

PlayerFlying

Inherits from: PlayerController.PlayerFlying

Ignores: Bump, HearNoise, SeePlayer

PlayerFlying.PlayerMove

function PlayerMove (float DeltaTime)

Overrides: PlayerController.PlayerFlying.PlayerMove


PlayerWaiting

Inherits from: PlayerController.PlayerWaiting

Modifiers: auto

PlayerWaiting.FellOutOfWorld

simulated event FellOutOfWorld (class<DamageTypedmgType)

Overrides: PlayerController.FellOutOfWorld (global)

called when the actor falls out of the world 'safely' (below KillZ and such)

PlayerWaiting.ProcessMove

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: PlayerController.BaseSpectating.ProcessMove


PlayerWaiting.ServerRestartPlayer

reliable server function ServerRestartPlayer ()

Overrides: PlayerController.PlayerWaiting.ServerRestartPlayer


PlayerWaiting.ShowQuickPick

exec function ShowQuickPick ()

Overrides: ShowQuickPick (global)

Show the Quick Pick Scene

PlayerWaiting.StartFire

exec function StartFire (optional byte FireModeNum)

Overrides: PlayerController.PlayerWaiting.StartFire


PlayerWaiting.SwitchWeapon

exec function SwitchWeapon (byte F)

Overrides: SwitchWeapon (global)


PlayerWalking

Inherits from: PlayerController.PlayerWalking

Ignores: Bump, HearNoise, SeePlayer

PlayerWalking.NotifyLanded

event bool NotifyLanded (Object.Vector HitNormal, Actor FloorActor)

Overrides: PlayerController.NotifyLanded (global)


PlayerWalking.PlayerMove

function PlayerMove (float DeltaTime)

Overrides: PlayerController.PlayerWalking.PlayerMove


PlayerWalking.ProcessMove

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: PlayerController.PlayerWalking.ProcessMove


RoundEnded

Inherits from: PlayerController.RoundEnded

Ignores: DrawHUD, Falling, HearNoise, HitWall, KilledBy, NotifyBump, NotifyHeadVolumeChange, NotifyPhysicsVolumeChange, SeePlayer, Suicide, TakeDamage

RoundEnded.BeginState

event BeginState (name PreviousStateName)

Overrides: PlayerController.RoundEnded.BeginState

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

RoundEnded.EndState

event EndState (name NextStateName)

Overrides: PlayerController.RoundEnded.EndState

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

RoundEnded.LimitViewRotation

event Object.Rotator LimitViewRotation (Object.Rotator ViewRotation, float ViewPitchMin, float ViewPitchMax)

Overrides: PlayerController.LimitViewRotation (global)

Limit the player's view rotation. (Pitch component).

RoundEnded.AutoContinueToNextRound

function AutoContinueToNextRound ()

This will auto continue to the next round. Very useful doing soak testing and testing traveling to next level *

RoundEnded.LongClientAdjustPosition

unreliable client function LongClientAdjustPosition (float TimeStamp, name newState, Actor.EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ)

Overrides: PlayerController.RoundEnded.LongClientAdjustPosition


RoundEnded.NextWeapon

exec function NextWeapon ()

Overrides: NextWeapon (global)


RoundEnded.PlayerMove

function PlayerMove (float DeltaTime)

Overrides: PlayerController.RoundEnded.PlayerMove


RoundEnded.PrevWeapon

exec function PrevWeapon ()

Overrides: PrevWeapon (global)


RoundEnded.ShowQuickPick

exec function ShowQuickPick ()

Overrides: ShowQuickPick (global)

Show the Quick Pick Scene

RoundEnded.ShowScoreboard

function ShowScoreboard ()

Overrides: ShowScoreboard (global)


RoundEnded.SwitchWeapon

exec function SwitchWeapon (byte T)

Overrides: SwitchWeapon (global)


RoundEnded.ToggleMelee

exec function ToggleMelee ()

Overrides: ToggleMelee (global)


Spectating

Spectating.BeginState

event BeginState (name PreviousStateName)

Overrides: PlayerController.Spectating.BeginState

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

Spectating.EndState

event EndState (name NextStateName)

Overrides: PlayerController.Spectating.EndState

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

Spectating.FellOutOfWorld

simulated event FellOutOfWorld (class<DamageTypedmgType)

Overrides: PlayerController.FellOutOfWorld (global)

called when the actor falls out of the world 'safely' (below KillZ and such)

Spectating.GetPlayerViewPoint

simulated event GetPlayerViewPoint (out Object.Vector out_Location, out Object.Rotator out_Rotation)

Overrides: GetPlayerViewPoint (global)

Handle forcing behindview/etc

Spectating.BehindView

exec function BehindView ()

Overrides: BehindView (global)


Spectating.NextWeapon

exec function NextWeapon ()

Overrides: NextWeapon (global)


Spectating.PrevWeapon

exec function PrevWeapon ()

Overrides: PrevWeapon (global)

The Prev/Next weapon functions are used to move forward and backwards through the player list

Spectating.ProcessMove

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: PlayerController.BaseSpectating.ProcessMove


Spectating.ServerViewObjective

unreliable server function ServerViewObjective ()

Overrides: ServerViewObjective (global)


Spectating.SetServerViewNextPlayer

function SetServerViewNextPlayer ()


Spectating.ShowQuickPick

exec function ShowQuickPick ()

Overrides: ShowQuickPick (global)

Show the Quick Pick Scene

Spectating.StartAltFire

exec function StartAltFire (optional byte FireModeNum)

Overrides: PlayerController.Spectating.StartAltFire

AltFire - Resets to Free Camera Mode

Spectating.StartFire

exec function StartFire (optional byte FireModeNum)

Overrides: PlayerController.Spectating.StartFire

Fire will select the next/prev objective

Spectating.SwitchWeapon

exec function SwitchWeapon (byte F)

Overrides: SwitchWeapon (global)


Spectating.ViewPlayerByName

exec function ViewPlayerByName (string PlayerName)

Overrides: ViewPlayerByName (global)


WaitingForPawn

WaitingForPawn.FellOutOfWorld

simulated event FellOutOfWorld (class<DamageTypedmgType)

Overrides: PlayerController.FellOutOfWorld (global)

called when the actor falls out of the world 'safely' (below KillZ and such)

WaitingForPawn.GetPlayerViewPoint

simulated event GetPlayerViewPoint (out Object.Vector out_Location, out Object.Rotator out_Rotation)

Overrides: GetPlayerViewPoint (global)

(Description copied from PlayerController.GetPlayerViewPoint)
Returns Player's Point of View For the AI this means the Pawn's 'Eyes' ViewPoint For a Human player, this means the Camera's ViewPoint

Output: out_rotation, view rotation of player

WaitingForPawn.ProcessMove

function ProcessMove (float DeltaTime, Object.Vector NewAccel, Actor.EDoubleClickDir DoubleClickMove, Object.Rotator DeltaRot)

Overrides: PlayerController.BaseSpectating.ProcessMove


WaitingForPawn.ShowQuickPick

exec function ShowQuickPick ()

Overrides: ShowQuickPick (global)

Show the Quick Pick Scene

WaitingForPawn.SwitchWeapon

exec function SwitchWeapon (byte F)

Overrides: SwitchWeapon (global)