UE2:U2NPCControllerScriptable (U2XMP)
Object >> Actor >> Controller >> LicenseeController >> AIController >> U2NPCController >> U2NPCControllerScriptable |
- Package:
- U2AI
- Direct subclasses:
- LevelMasterController, U2NPCControllerShared
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U2NPCControllerScriptable.uc Created By: Steve Polge, Mike Fox Created On: 8/01/00 $Author: Mfox $ $Date: 12/18/02 5:22p $ $Revision: 63 $
Constants
ScriptedState
Value: 'Scripted'
under script control
ScriptedDialogState
Value: 'ScriptedDialog'
engaging in dialog
ScriptedDialogFarState
Value: 'ScriptedDialogFar'
waiting for 3rd party dialog to finish
MinMoveSpeedMultiplier
Value: 0.05
Properties
bDidStartup
Type: bool
hack to make sure script doesn't start executing before NPC initialized
bDirectionalPatrol
Type: bool
Modifiers: protected
whether NPC on patrol will match patrol destination rotation
bInitializedForScripting
Type: bool
bScriptedHeadTrackingEnabled
Type: bool
bScriptedIdleAnims
Type: bool
Modifiers: protected
whether script is handling idle animations (tbd)
bScriptLockedTarget
Type: bool
bScriptPendingFire
Type: bool
bScriptPendingFireUseAltMode
Type: byte
bStayDormant
Type: bool
bStayStationary
Type: bool
can be set (e.g. via script) to force NPC to stay stationary
bXMPHandlingEnabled
Type: bool
CrouchingMoveSpeedMultiplier
Type: float
DefaultScriptControllerClass
Type: class<ScriptControllerInterf>
default event controller class
LastAutoEndTime
Type: float
MaxScriptedAutoEndDelay
Type: float
max delay when going back to script after being autonomous
ProneMoveSpeedMultiplier
Type: float
ScriptController
Type: ScriptControllerInterf
script controller (SC) assigned on startup
ScriptedAimOdds
Type: float
used with scripting firing
Default value: 1.0
ScriptedFocus
Type: Actor
ScriptedScriptControllerClass
Type: class<ScriptControllerInterf>
scripted event controller class
ScriptedTacticalMoveType
Type: Actor.ETacticalMoveType
type of tactical moves to use during scripted movement
StandingMoveSpeedMultiplier
Type: float
StationaryStance
Type: byte
U2P
Type: U2Pawn
Functions
Exec functions
Use
Overrides: Controller.Use
Events
Destroyed
Overrides: Controller.Destroyed
EnemyNotVisible
SeeEnemy