UE2:MonsterController states (UT2003)

From Unreal Wiki, The Unreal Engine Documentation Site
MonsterController states in other games:
Other member categories for this class:

States

Charging

Extends: MoveToGoalWithEnemy

Ignores: HearNoise, SeePlayer

Charging.EndState

event EndState ()

Overrides: Object.EndState (global)


Charging.EnemyNotVisible

event EnemyNotVisible ()

Overrides: Controller.EnemyNotVisible (global)


Charging.MayFall

event MayFall ()

Overrides: Controller.MayFall (global)


Charging.NotifyBump

event bool NotifyBump (Actor Other)

Overrides: NotifyBump (global)


Charging.Timer

event Timer ()

Overrides: MoveToGoalWithEnemy.Timer


Charging.NotifyTakeHit

function NotifyTakeHit (Pawn InstigatedBy, Object.Vector HitLocation, int Damage, class<DamageTypedamageType, Object.Vector Momentum)

Overrides: Controller.NotifyTakeHit (global)


Charging.StrafeFromDamage

function bool StrafeFromDamage (float Damage, class<DamageTypeDamageType, bool bFindDest)

Overrides: StrafeFromDamage (global)


Charging.TryStrafe

function bool TryStrafe (Object.Vector sideDir)


Charging.TryToDuck

function bool TryToDuck (Object.Vector duckDir, bool bReversed)

Overrides: TryToDuck (global)


GameEnded

Inherits from: Controller.GameEnded

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

GameEnded.BeginState

event BeginState ()

Overrides: Controller.GameEnded.BeginState


GameEnded.Timer

event Timer ()

Overrides: Actor.Timer (global)


Hunting

Extends: MoveToGoalWithEnemy

Ignores: EnemyNotVisible

Hunting.EndState

event EndState ()

Overrides: Object.EndState (global)


Hunting.MayFall

event MayFall ()

Overrides: Controller.MayFall (global)


Hunting.SeePlayer

event SeePlayer (Pawn SeenPlayer)

Overrides: SeePlayer (global)


Hunting.Timer

event Timer ()

Overrides: MoveToGoalWithEnemy.Timer


Hunting.FindViewSpot

function bool FindViewSpot ()


Hunting.IsHunting

function bool IsHunting ()

Overrides: IsHunting (global)


Hunting.PickDestination

function PickDestination ()


MoveToGoal

MoveToGoal.Timer

event Timer ()

Overrides: Actor.Timer (global)


MoveToGoalNoEnemy

Extends: MoveToGoal

MoveToGoalWithEnemy

Extends: MoveToGoal

MoveToGoalWithEnemy.Timer

event Timer ()

Overrides: MoveToGoal.Timer


NoGoal

RangedAttack

Ignores: Bump, HearNoise, SeePlayer

RangedAttack.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


RangedAttack.EnemyNotVisible

event EnemyNotVisible ()

Overrides: Controller.EnemyNotVisible (global)


RangedAttack.Timer

event Timer ()

Overrides: Actor.Timer (global)


RangedAttack.CancelCampFor

function CancelCampFor (Controller C)

Overrides: CancelCampFor (global)


RangedAttack.DoRangedAttackOn

function DoRangedAttackOn (Actor A)

Overrides: DoRangedAttackOn (global)


RangedAttack.StopFiring

function StopFiring ()

Overrides: StopFiring (global)


RangedAttack.Stopped

function bool Stopped ()

Overrides: Stopped (global)


RestFormation

Extends: NoGoal

Ignores: EnemyNotVisible

RestFormation.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


RestFormation.EndState

event EndState ()

Overrides: Object.EndState (global)


RestFormation.MonitoredPawnAlert

event MonitoredPawnAlert ()

Overrides: Controller.MonitoredPawnAlert (global)


RestFormation.Timer

event Timer ()

Overrides: Actor.Timer (global)


RestFormation.CancelCampFor

function CancelCampFor (Controller C)

Overrides: CancelCampFor (global)


RestFormation.Formation

function bool Formation ()

Overrides: Formation (global)


RestFormation.PickDestination

function PickDestination ()


Roaming

Extends: MoveToGoalNoEnemy

Ignores: EnemyNotVisible

Roaming.MayFall

event MayFall ()

Overrides: Controller.MayFall (global)


StakeOut

Ignores: EnemyNotVisible

StakeOut.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


StakeOut.EndState

event EndState ()

Overrides: Object.EndState (global)


StakeOut.SeePlayer

event SeePlayer (Pawn SeenPlayer)

Overrides: SeePlayer (global)


StakeOut.Timer

event Timer ()

Overrides: Actor.Timer (global)


StakeOut.AdjustAim

function Object.Rotator AdjustAim (Ammunition FiredAmmunition, Object.Vector projStart, int aimerror)

Overrides: AdjustAim (global)


StakeOut.CanAttack

function bool CanAttack (Actor Other)

Overrides: CanAttack (global)


StakeOut.DoStakeOut

function DoStakeOut ()

Overrides: DoStakeOut (global)


StakeOut.FindNewStakeOutDir

function FindNewStakeOutDir ()


StakeOut.NotifyTakeHit

function NotifyTakeHit (Pawn InstigatedBy, Object.Vector HitLocation, int Damage, class<DamageTypedamageType, Object.Vector Momentum)

Overrides: Controller.NotifyTakeHit (global)


StakeOut.SetFocus

function SetFocus ()


StakeOut.Stopped

function bool Stopped ()

Overrides: Stopped (global)


TacticalMove

Ignores: HearNoise, SeePlayer

TacticalMove.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


TacticalMove.EndState

event EndState ()

Overrides: Object.EndState (global)


TacticalMove.EnemyNotVisible

event EnemyNotVisible ()

Overrides: Controller.EnemyNotVisible (global)


TacticalMove.NotifyHitWall

event bool NotifyHitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Controller.NotifyHitWall (global)


TacticalMove.Timer

event Timer ()

Overrides: Actor.Timer (global)


TacticalMove.EngageDirection

function bool EngageDirection (Object.Vector StrafeDir, bool bForced)


TacticalMove.IsStrafing

function bool IsStrafing ()

Overrides: IsStrafing (global)


TacticalMove.PawnIsInPain

function PawnIsInPain (PhysicsVolume PainVolume)

Overrides: Controller.PawnIsInPain (global)


TacticalMove.PickDestination

function PickDestination ()


TacticalMove.ReceiveWarning

function ReceiveWarning (Pawn shooter, float projSpeed, Object.Vector FireDir)

Overrides: ReceiveWarning (global)


TacticalMove.SetFall

function SetFall ()

Overrides: SetFall (global)


WaitForAnim

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

WaitForAnim.AnimEnd

event AnimEnd (int Channel)

Overrides: Actor.AnimEnd (global)


WaitingForLanding

WaitingForLanding.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


WaitingForLanding.NotifyLanded

event bool NotifyLanded (Object.Vector HitNormal)

Overrides: NotifyLanded (global)


WaitingForLanding.Timer

event Timer ()

Overrides: Actor.Timer (global)


WaitingForLanding.DoWaitForLanding

function bool DoWaitForLanding ()

Overrides: DoWaitForLanding (global)