UE2:U2NPCControllerBasic internal variables (U2XMP)
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Internal variables
Aggressiveness
Type: float
0.0 to 1.0 (typically)
Default value: 0.3
AlertTime
Type: float
AmbushSpot
Type: AmbushPoint
current AmbushSpot if applicable
bAcceptedState
Type: bool
bChangeDir
Type: bool
tactical move boolean
bDeviousHunting
Type: bool
if true, try to sneak up behind enemy when hunting
bDodgeFinished
Type: bool
BehaviorController
Type: BehaviorControllerInterf
BehaviorControllerClass
Type: class<BehaviorControllerInterf>
Default value: Class'U2AI.BehaviorControllerBasic'
bExecuteOrders
Type: bool
NPC will favor orders over attacking enemy (controlled, e.g., on a squad-basis)
bFireFalling
Type: bool
bFrustrated
Type: bool
bInitiatingAttack
Type: bool
bKamikaze
Type: bool
bLeaping
Type: bool
bLeapNotifyTimeSet
Type: bool
BlockedPath
Type: NavigationPoint
tbd
bMeleeDamagedTarget
Type: bool
set during successful melee attack
bSmartAboutTurrets
Type: bool
if true, knows to avoid attacking turrets (StationaryPawns for now)
bSniping
Type: bool
mdf-tbd: approach changed in 777?
bStationary
Type: bool
if set NPC can only rotate/aim
bStrafeDir
Type: bool
bTriedLastDetectedLocation
Type: bool
DefaultAcquisitionState
Type: name
state used when NPC acquires an enemy when relaxed
Default value: Acquisition
DefaultDeadLockedState
Type: name
state used to wait a few ticks when behavior is deadlocked
Default value: DeadLocked
DefaultImmobileAttackState
Type: name
Default value: AttackStationary
DefaultImmobileState
Type: name
state used to keep NPCs from moving
Default value: hold
DestinationResult
Type: U2NPCControllerShared.EDestinationResult
result of last call to SetChargeDestination
ExecuteOrdersThreshold
Type: float
threshold used by NPC to decide whether to set/clear bExecuteOrders
Default value: 0.5
HidingSpot
Type: Object.Vector
ImpaleVictim
Type: Pawn
pawn we're impaling
LastBumpDamageTime
Type: float
LastInvFind
Type: float
move to bot
LastSpecialDestinationCheck
Type: float
LeapLastHitWallNormal
Type: Object.Vector
normal of last hit with wall (to prevent multiple hit wall notifications for the same hit)
LeapLastHitWallTime
Type: float
last time a wall was hit
LeapMinHitWallDelay
Type: float
minimum amount of time before acknowledging hit wall notifications
Default value: 0.2
MaxFallbackNoDetectTime
Type: float
Default value: 5.0
MaxHuntTime
Type: float
Default value: 30.0
MeleeEndTime
Type: float
NextLeapTime
Type: float
OldCheckBehaviorDelay
Type: float
OldCheckMetaStateDelay
Type: float
OldControllerEnemy
Type: Pawn
OrderGiver
Type: Object
source of orders (e.g. player, GameAIController)
Orders
Type: name
orders a bot is carrying out
OrdersObject
Type: Actor
order object (if applicable)
OrdersThreshold
Type: float
threshold used with some orders
PendingLeapRotation
Type: Object.Rotator
PendingLeapSpeed
Type: float
RealLastDetectedLocation
Type: Object.Vector
tbd
RefireDelay
Type: float
StartDodgeTime
Type: float
StartTurnTime
Type: float
StateStartLocation
Type: Object.Vector
used to save location at start of some states
StationarySpot
Type: Actor
VerifyCoverRate
Type: float
Default value: 0.5