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KFMod.KFFriendlyAI

Extends
MonsterController

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller
      |   
      +-- Engine.AIController
         |   
         +-- GamePlay.ScriptedController
            |   
            +-- Old2K4.MonsterController
               |   
               +-- KFMod.KFFriendlyAI

Constants Summary
Inherited Contants from Old2K4.MonsterController
ENEMYLOCATIONFUZZ, MAXSTAKEOUTDIST, MINSTRAFEDIST, MINVIEWDIST, TACTICALHEIGHTADVANTAGE

Variables Summary
boolbFireSuccess
boolbStoppedFiring
KFHumanPawnEnemyKFHM
ActorMoveGoal
Inherited Variables from Old2K4.MonsterController
Accuracy, AcquireTime, bCanFire, bChangeDir, bEnemyIsVisible, bForcedDirection, bHasFired, bJustLanded, bLeadTarget, bMustCharge, bRecommendFastMove, bStrafeDir, ChallengeTime, ChooseAttackCounter, ChooseAttackTime, ChoosingAttackLevel, CombatStyle, EnemyVisibilityTime, FailedHuntEnemy, FailedHuntTime, GoalString, HidingSpot, LastRespawnTime, LoseEnemyCheckTime, NumRandomJumps, OldEnemy, ReactionTime, SoakString, StartTacticalTime, StopStartTime, StrafingAbility, VisibleEnemy
Inherited Variables from GamePlay.ScriptedController
ActionNum, AnimsRemaining, bBroken, bChangingPawns, bFakeShot, bFineWeaponControl, bPendingDoubleJump, bPendingShoot, bShootSpray, bShootTarget, bUseScriptFacing, CurrentAction, CurrentAnimation, FiringMode, IterationCounter, IterationSectionStart, MyPlayerController, NumShots, PendingController, ScriptedFocus, SequenceScript

Functions Summary
functionfloat AdjustAimError (float aimerror, float TargetDist, bool bDefendMelee, bool bInstantProj, bool bLeadTargetNow ))
event AnimEnd (int Channel))
WaitForAnim
function BeginState ()))
ActiveHunting
function BeginState ()))
RangedAttack
function BeginState ()))
Wandering
function CancelCampFor (Controller C))
RangedAttack
function CancelCampFor (Controller C))
Wandering
function CheckIfShouldCrouch (vector StartPosition, vector TargetPosition, float probability))
functionbool CheckPathToGoalAround (Pawn P))
function ChooseAttackMode ()))
functionbool ClearShot (Vector TargetLoc, bool bImmediateFire))
function DoCharge ()))
function DoRangedAttackOn (Actor A))
function DoRangedAttackOn (Actor A))
RangedAttack
function EndState ()))
Charging
function EndState ()))
Hunting
function EndState ()))
Wandering
function EnemyChanged (bool bNewEnemyVisible))
function EnemyChanged (bool bNewEnemyVisible))
Fallback
function EnemyNotVisible ()))
Charging
function EnemyNotVisible ()))
Fallback
function EnemyNotVisible ()))
RangedAttack
function ExecuteWhatToDoNext ()))
function FightEnemy (bool bCanCharge))
functionbool FindNewEnemy ()))
functionbool FindViewSpot ()))
Hunting
functionbool FireWeaponAt (Actor A))
functionbool Formation ()))
Wandering
function HearNoise (float Loudness, Actor NoiseMaker))
ActiveHunting
function HearNoise (float Loudness, Actor NoiseMaker))
Wandering
functionbool IsHunting ()))
Hunting
functionbool IsRetreating ()))
Fallback
functionbool IsStrafing ()))
function MayFall ()))
Charging
function MayFall ()))
Fallback
function MayFall ()))
Hunting
event MonitoredPawnAlert ()))
Wandering
eventbool NotifyBump (actor Other))
Charging
eventbool NotifyBump (actor Other))
Fallback
function NotifyKilled (Controller Killer, Controller Killed, pawn KilledPawn))
function NotifyTakeHit (pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum))
Charging
function PickDestination ()))
ActiveHunting
function PickDestination ()))
Hunting
function PickDestination ()))
Wandering
function Possess (Pawn aPawn))
function Restart ()))
function SeeMonster (Pawn Seen ))
function SeePlayer (Pawn SeenPlayer))
Hunting
functionbool SetEnemy (Pawn NewEnemy, optional bool bHateMonster, optional float MonsterHateChanceOverride ))
function SetMaxDesiredSpeed ()))
function SetupFlags ()))
InitilizingMe
functionbool ShouldFireAgain (float RefireRate))
functionbool ShouldStrafeTo (Actor WayPoint))
function StopFiring ()))
function StopFiring ()))
RangedAttack
functionbool Stopped ()))
functionbool Stopped ()))
RangedAttack
functionbool StrafeFromDamage (float Damage, class<DamageType> DamageType, bool bFindDest))
Charging
function TimedFireWeaponAtEnemy ()))
function Timer ()))
Charging
function Timer ()))
Hunting
function Timer ()))
RangedAttack
functionbool TryStrafe (vector sideDir))
Charging
functionbool TryToDuck (vector duckDir, bool bReversed))
Charging
function WanderOrCamp (bool bMayCrouch))
functionbool WeaponFireAgain (float RefireRate, bool bFinishedFire))
function WhatToDoNext (byte CallingByte))
Inherited Functions from Old2K4.MonsterController
AdjustAim, AdjustAimError, AdjustAround, AnimEnd, BeginState, CanAttack, CancelCampFor, Celebrate, ChangeEnemy, CheckFutureSight, CheckIfShouldCrouch, ChooseAttackMode, ClearShot, DamageAttitudeTo, DefendMelee, Desireability, DirectedWander, DisplayDebug, DoCharge, DoRangedAttackOn, DoStakeOut, DoTacticalMove, DoWaitForLanding, EndState, EnemyChanged, EnemyNotVisible, EnemyVisible, EngageDirection, ExecuteWhatToDoNext, FaceActor, FaceMoveTarget, FearThisSpot, FightEnemy, FindBestPathToward, FindNewEnemy, FindNewStakeOutDir, FindRoamDest, FindViewSpot, FireWeaponAt, Formation, GameHasEnded, GetEnemyName, GetOldEnemyName, HearNoise, InitializeSkill, IsHunting, IsStrafing, MayFall, MonitoredPawnAlert, NearWall, NeedToTurn, NotifyBump, NotifyHitWall, NotifyKilled, NotifyLanded, NotifyMissedJump, NotifyPhysicsVolumeChange, NotifyTakeHit, PawnIsInPain, PickDestination, Possess, PostBeginPlay, ReceiveWarning, ResetSkill, Restart, SeePlayer, SetCombatTimer, SetEnemy, SetEnemyInfo, SetFall, SetFocus, SetMaxDesiredSpeed, SetPeripheralVision, ShouldStrafeTo, SoakStop, StopFiring, Stopped, StrafeFromDamage, TestDirection, TimedFireWeaponAtEnemy, Timer, Trigger, TryStrafe, TryToDuck, TryToWalk, WaitForMover, WanderOrCamp, WhatToDoNext
Inherited Functions from GamePlay.ScriptedController
AbortScript, AdjustAim, AnimEnd, CheckIfNearPlayer, ClearAnimation, ClearScript, CompleteAction, DestroyPawn, DisplayDebug, EndState, GetInstigator, GetMyPlayer, GetSoundSource, InitForNextAction, LeaveScripting, LIPSincAnimEnd, MayShootAtEnemy, MayShootTarget, NotifyJumpApex, SetDoubleJump, SetEnemyReaction, SetFireYaw, SetMoveTarget, SetNewScript, TakeControlOf, Tick, Timer, Trigger, UnPossess, WeaponFireAgain

States Summary
ActiveHunting Source code
state ActiveHunting
BeginState, HearNoise, PickDestination
Charging Source code
state Charging
EndState, EnemyNotVisible, MayFall, NotifyBump, NotifyTakeHit, StrafeFromDamage, Timer, TryStrafe, TryToDuck
Fallback Source code
state Fallback extends MoveToGoalWithEnemy
EnemyChanged, EnemyNotVisible, IsRetreating, MayFall, NotifyBump
Hunting Source code
state Hunting
EndState, FindViewSpot, IsHunting, MayFall, PickDestination, SeePlayer, Timer
InitilizingMe Source code
state InitilizingMe
SetupFlags
RangedAttack Source code
state RangedAttack
BeginState, CancelCampFor, DoRangedAttackOn, EnemyNotVisible, StopFiring, Stopped, Timer
WaitForAnim Source code
state WaitForAnim
AnimEnd
Waiting Source code
state Waiting extends Wandering
Wandering Source code
state Wandering
BeginState, CancelCampFor, EndState, Formation, HearNoise, MonitoredPawnAlert, PickDestination


Variables Detail

bFireSuccess Source code

var bool bFireSuccess;

bStoppedFiring Source code

var bool bStoppedFiring;

KFHM Source code

var KFHumanPawnEnemy KFHM;

MoveGoal Source code

var Actor MoveGoal;


Functions Detail

AdjustAimError Source code

function float AdjustAimError ( float aimerror, float TargetDist, bool bDefendMelee, bool bInstantProj, bool bLeadTargetNow ) )

AnimEnd WaitForAnim Source code

event AnimEnd ( int Channel) )

BeginState ActiveHunting Source code

function BeginState ( ) )

BeginState RangedAttack Source code

function BeginState ( ) )

BeginState Wandering Source code

function BeginState ( ) )

CancelCampFor RangedAttack Source code

function CancelCampFor ( Controller C) )

CancelCampFor Wandering Source code

function CancelCampFor ( Controller C) )

CheckIfShouldCrouch Source code

function CheckIfShouldCrouch ( vector StartPosition, vector TargetPosition, float probability) )

CheckPathToGoalAround Source code

function bool CheckPathToGoalAround ( Pawn P) )

ChooseAttackMode Source code

function ChooseAttackMode ( ) )

ClearShot Source code

function bool ClearShot ( Vector TargetLoc, bool bImmediateFire) )

DoCharge Source code

function DoCharge ( ) )

DoRangedAttackOn Source code

function DoRangedAttackOn ( Actor A) )

DoRangedAttackOn RangedAttack Source code

function DoRangedAttackOn ( Actor A) )

EndState Charging Source code

function EndState ( ) )

EndState Hunting Source code

function EndState ( ) )

EndState Wandering Source code

function EndState ( ) )

EnemyChanged Source code

function EnemyChanged ( bool bNewEnemyVisible) )

EnemyChanged Fallback Source code

function EnemyChanged ( bool bNewEnemyVisible) )

EnemyNotVisible Charging Source code

function EnemyNotVisible ( ) )

EnemyNotVisible Fallback Source code

function EnemyNotVisible ( ) )

EnemyNotVisible RangedAttack Source code

function EnemyNotVisible ( ) )

ExecuteWhatToDoNext Source code

function ExecuteWhatToDoNext ( ) )

FightEnemy Source code

function FightEnemy ( bool bCanCharge) )

FindNewEnemy Source code

function bool FindNewEnemy ( ) )

FindViewSpot Hunting Source code

function bool FindViewSpot ( ) )

FireWeaponAt Source code

function bool FireWeaponAt ( Actor A) )

Formation Wandering Source code

function bool Formation ( ) )

HearNoise ActiveHunting Source code

function HearNoise ( float Loudness, Actor NoiseMaker) )

HearNoise Wandering Source code

function HearNoise ( float Loudness, Actor NoiseMaker) )

IsHunting Hunting Source code

function bool IsHunting ( ) )

IsRetreating Fallback Source code

function bool IsRetreating ( ) )

IsStrafing Source code

function bool IsStrafing ( ) )

MayFall Charging Source code

function MayFall ( ) )

MayFall Fallback Source code

function MayFall ( ) )

MayFall Hunting Source code

function MayFall ( ) )

MonitoredPawnAlert Wandering Source code

event MonitoredPawnAlert ( ) )

NotifyBump Charging Source code

event bool NotifyBump ( actor Other) )

NotifyBump Fallback Source code

event bool NotifyBump ( actor Other) )

NotifyKilled Source code

function NotifyKilled ( Controller Killer, Controller Killed, pawn KilledPawn) )

NotifyTakeHit Charging Source code

function NotifyTakeHit ( pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum) )

PickDestination ActiveHunting Source code

function PickDestination ( ) )

PickDestination Hunting Source code

function PickDestination ( ) )

PickDestination Wandering Source code

function PickDestination ( ) )

Possess Source code

function Possess ( Pawn aPawn) )

Restart Source code

function Restart ( ) )

SeeMonster Source code

function SeeMonster ( Pawn Seen ) )

SeePlayer Hunting Source code

function SeePlayer ( Pawn SeenPlayer) )

SetEnemy Source code

function bool SetEnemy ( Pawn NewEnemy, optional bool bHateMonster , optional float MonsterHateChanceOverride ) )

SetMaxDesiredSpeed Source code

function SetMaxDesiredSpeed ( ) )

SetupFlags InitilizingMe Source code

function SetupFlags ( ) )

ShouldFireAgain Source code

function bool ShouldFireAgain ( float RefireRate) )

ShouldStrafeTo Source code

function bool ShouldStrafeTo ( Actor WayPoint) )

StopFiring Source code

function StopFiring ( ) )

StopFiring RangedAttack Source code

function StopFiring ( ) )

Stopped Source code

function bool Stopped ( ) )

Stopped RangedAttack Source code

function bool Stopped ( ) )

StrafeFromDamage Charging Source code

function bool StrafeFromDamage ( float Damage, class<DamageType> DamageType, bool bFindDest) )

TimedFireWeaponAtEnemy Source code

function TimedFireWeaponAtEnemy ( ) )

Timer Charging Source code

function Timer ( ) )

Timer Hunting Source code

function Timer ( ) )

Timer RangedAttack Source code

function Timer ( ) )

TryStrafe Charging Source code

function bool TryStrafe ( vector sideDir) )

TryToDuck Charging Source code

function bool TryToDuck ( vector duckDir, bool bReversed) )

WanderOrCamp Source code

function WanderOrCamp ( bool bMayCrouch) )

WeaponFireAgain Source code

function bool WeaponFireAgain ( float RefireRate, bool bFinishedFire) )

WhatToDoNext Source code

function WhatToDoNext ( byte CallingByte) )


Defaultproperties

defaultproperties
{
}

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Creation time: Fri 13-10-2023 03:18:46.449 - Created with UnCodeX