KFMod.KFFriendlyAI
- Extends
- MonsterController
Core.Object
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+-- Engine.Actor
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+-- Engine.Controller
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+-- Engine.AIController
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+-- GamePlay.ScriptedController
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+-- Old2K4.MonsterController
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+-- KFMod.KFFriendlyAI
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 |
 | float | AdjustAimError (float aimerror, float TargetDist, bool bDefendMelee, bool bInstantProj, bool bLeadTargetNow ))
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 | | AnimEnd (int Channel)) WaitForAnim |
 | | BeginState ())) ActiveHunting |
 | | BeginState ())) RangedAttack |
 | | BeginState ())) Wandering |
 | | CancelCampFor (Controller C)) RangedAttack |
 | | CancelCampFor (Controller C)) Wandering |
 | | CheckIfShouldCrouch (vector StartPosition, vector TargetPosition, float probability))
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 | bool | CheckPathToGoalAround (Pawn P))
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 | | ChooseAttackMode ()))
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 | bool | ClearShot (Vector TargetLoc, bool bImmediateFire))
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 | | DoCharge ()))
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 | | DoRangedAttackOn (Actor A))
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 | | DoRangedAttackOn (Actor A)) RangedAttack |
 | | EndState ())) Charging |
 | | EndState ())) Hunting |
 | | EndState ())) Wandering |
 | | EnemyChanged (bool bNewEnemyVisible))
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 | | EnemyChanged (bool bNewEnemyVisible)) Fallback |
 | | EnemyNotVisible ())) Charging |
 | | EnemyNotVisible ())) Fallback |
 | | EnemyNotVisible ())) RangedAttack |
 | | ExecuteWhatToDoNext ()))
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 | | FightEnemy (bool bCanCharge))
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 | bool | FindNewEnemy ()))
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 | bool | FindViewSpot ())) Hunting |
 | bool | FireWeaponAt (Actor A))
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 | bool | Formation ())) Wandering |
 | | HearNoise (float Loudness, Actor NoiseMaker)) ActiveHunting |
 | | HearNoise (float Loudness, Actor NoiseMaker)) Wandering |
 | bool | IsHunting ())) Hunting |
 | bool | IsRetreating ())) Fallback |
 | bool | IsStrafing ()))
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 | | MayFall ())) Charging |
 | | MayFall ())) Fallback |
 | | MayFall ())) Hunting |
 | | MonitoredPawnAlert ())) Wandering |
 | bool | NotifyBump (actor Other)) Charging |
 | bool | NotifyBump (actor Other)) Fallback |
 | | NotifyKilled (Controller Killer, Controller Killed, pawn KilledPawn))
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 | | NotifyTakeHit (pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum)) Charging |
 | | PickDestination ())) ActiveHunting |
 | | PickDestination ())) Hunting |
 | | PickDestination ())) Wandering |
 | | Possess (Pawn aPawn))
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 | | Restart ()))
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 | | SeeMonster (Pawn Seen ))
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 | | SeePlayer (Pawn SeenPlayer)) Hunting |
 | bool | SetEnemy (Pawn NewEnemy, optional bool bHateMonster, optional float MonsterHateChanceOverride ))
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 | | SetMaxDesiredSpeed ()))
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 | | SetupFlags ())) InitilizingMe |
 | bool | ShouldFireAgain (float RefireRate))
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 | bool | ShouldStrafeTo (Actor WayPoint))
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 | | StopFiring ()))
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 | | StopFiring ())) RangedAttack |
 | bool | Stopped ()))
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 | bool | Stopped ())) RangedAttack |
 | bool | StrafeFromDamage (float Damage, class<DamageType> DamageType, bool bFindDest)) Charging |
 | | TimedFireWeaponAtEnemy ()))
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 | | Timer ())) Charging |
 | | Timer ())) Hunting |
 | | Timer ())) RangedAttack |
 | bool | TryStrafe (vector sideDir)) Charging |
 | bool | TryToDuck (vector duckDir, bool bReversed)) Charging |
 | | WanderOrCamp (bool bMayCrouch))
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 | bool | WeaponFireAgain (float RefireRate, bool bFinishedFire))
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 | | WhatToDoNext (byte CallingByte))
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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 |
var bool bFireSuccess;
var bool bStoppedFiring;
function float AdjustAimError ( float aimerror, float TargetDist, bool bDefendMelee, bool bInstantProj, bool bLeadTargetNow ) )
event AnimEnd ( int Channel) )
BeginState ActiveHunting Source code
function BeginState ( ) )
BeginState RangedAttack Source code
function BeginState ( ) )
function BeginState ( ) )
CancelCampFor RangedAttack Source code
CancelCampFor Wandering Source code
function CheckIfShouldCrouch (
vector StartPosition,
vector TargetPosition,
float probability) )
function
bool CheckPathToGoalAround (
Pawn P) )
function ChooseAttackMode ( ) )
function
bool ClearShot (
Vector TargetLoc,
bool bImmediateFire) )
function DoCharge ( ) )
function DoRangedAttackOn (
Actor A) )
DoRangedAttackOn RangedAttack Source code
function DoRangedAttackOn (
Actor A) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
function EnemyChanged ( bool bNewEnemyVisible) )
function EnemyChanged ( bool bNewEnemyVisible) )
EnemyNotVisible Charging Source code
function EnemyNotVisible ( ) )
EnemyNotVisible Fallback Source code
function EnemyNotVisible ( ) )
EnemyNotVisible RangedAttack Source code
function EnemyNotVisible ( ) )
function ExecuteWhatToDoNext ( ) )
function FightEnemy ( bool bCanCharge) )
function bool FindNewEnemy ( ) )
function bool FindViewSpot ( ) )
function
bool FireWeaponAt (
Actor A) )
function bool Formation ( ) )
HearNoise ActiveHunting Source code
function HearNoise (
float Loudness,
Actor NoiseMaker) )
function HearNoise (
float Loudness,
Actor NoiseMaker) )
function bool IsHunting ( ) )
function bool IsRetreating ( ) )
function bool IsStrafing ( ) )
function MayFall ( ) )
function MayFall ( ) )
function MayFall ( ) )
MonitoredPawnAlert Wandering Source code
event MonitoredPawnAlert ( ) )
event
bool NotifyBump (
actor Other) )
event
bool NotifyBump (
actor Other) )
NotifyTakeHit Charging Source code
PickDestination ActiveHunting Source code
function PickDestination ( ) )
PickDestination Hunting Source code
function PickDestination ( ) )
PickDestination Wandering Source code
function PickDestination ( ) )
function Possess (
Pawn aPawn) )
function Restart ( ) )
function SeeMonster (
Pawn Seen ) )
function SeePlayer (
Pawn SeenPlayer) )
function
bool SetEnemy (
Pawn NewEnemy, optional
bool bHateMonster , optional
float MonsterHateChanceOverride ) )
function SetMaxDesiredSpeed ( ) )
SetupFlags InitilizingMe Source code
function SetupFlags ( ) )
function bool ShouldFireAgain ( float RefireRate) )
function
bool ShouldStrafeTo (
Actor WayPoint) )
function StopFiring ( ) )
StopFiring RangedAttack Source code
function StopFiring ( ) )
function bool Stopped ( ) )
function bool Stopped ( ) )
StrafeFromDamage Charging Source code
TimedFireWeaponAtEnemy Source code
function TimedFireWeaponAtEnemy ( ) )
function Timer ( ) )
function Timer ( ) )
function Timer ( ) )
function
bool TryStrafe (
vector sideDir) )
function
bool TryToDuck (
vector duckDir,
bool bReversed) )
function WanderOrCamp ( bool bMayCrouch) )
function bool WeaponFireAgain ( float RefireRate, bool bFinishedFire) )
function WhatToDoNext ( byte CallingByte) )
Creation time: Fri 13-10-2023 03:18:46.449 - Created with
UnCodeX