| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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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 | |
|---|---|
| bool | bFireSuccess |
| bool | bStoppedFiring |
| KFHumanPawnEnemy | KFHM |
| Actor | MoveGoal |
| Functions Summary | ||
|---|---|---|
![]() | float | AdjustAimError (float aimerror, float TargetDist, bool bDefendMelee, bool bInstantProj, bool bLeadTargetNow )) |
![]() | 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)) | |
![]() | bool | CheckPathToGoalAround (Pawn P)) |
![]() | ChooseAttackMode ())) | |
![]() | bool | ClearShot (Vector TargetLoc, bool bImmediateFire)) |
![]() | DoCharge ())) | |
![]() | DoRangedAttackOn (Actor A)) | |
![]() | DoRangedAttackOn (Actor A)) RangedAttack | |
![]() | EndState ())) Charging | |
![]() | EndState ())) Hunting | |
![]() | EndState ())) Wandering | |
![]() | EnemyChanged (bool bNewEnemyVisible)) | |
![]() | EnemyChanged (bool bNewEnemyVisible)) Fallback | |
![]() | EnemyNotVisible ())) Charging | |
![]() | EnemyNotVisible ())) Fallback | |
![]() | EnemyNotVisible ())) RangedAttack | |
![]() | ExecuteWhatToDoNext ())) | |
![]() | FightEnemy (bool bCanCharge)) | |
![]() | bool | FindNewEnemy ())) |
![]() | bool | FindViewSpot ())) Hunting |
![]() | bool | FireWeaponAt (Actor A)) |
![]() | bool | Formation ())) Wandering |
![]() | HearNoise (float Loudness, Actor NoiseMaker)) ActiveHunting | |
![]() | HearNoise (float Loudness, Actor NoiseMaker)) Wandering | |
![]() | bool | IsHunting ())) Hunting |
![]() | bool | IsRetreating ())) Fallback |
![]() | bool | IsStrafing ())) |
![]() | 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)) | |
![]() | NotifyTakeHit (pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum)) Charging | |
![]() | PickDestination ())) ActiveHunting | |
![]() | PickDestination ())) Hunting | |
![]() | PickDestination ())) Wandering | |
![]() | Possess (Pawn aPawn)) | |
![]() | Restart ())) | |
![]() | SeeMonster (Pawn Seen )) | |
![]() | SeePlayer (Pawn SeenPlayer)) Hunting | |
![]() | bool | SetEnemy (Pawn NewEnemy, optional bool bHateMonster, optional float MonsterHateChanceOverride )) |
![]() | SetMaxDesiredSpeed ())) | |
![]() | SetupFlags ())) InitilizingMe | |
![]() | bool | ShouldFireAgain (float RefireRate)) |
![]() | bool | ShouldStrafeTo (Actor WayPoint)) |
![]() | StopFiring ())) | |
![]() | StopFiring ())) RangedAttack | |
![]() | bool | Stopped ())) |
![]() | bool | Stopped ())) RangedAttack |
![]() | bool | StrafeFromDamage (float Damage, class<DamageType> DamageType, bool bFindDest)) Charging |
![]() | TimedFireWeaponAtEnemy ())) | |
![]() | Timer ())) Charging | |
![]() | Timer ())) Hunting | |
![]() | Timer ())) RangedAttack | |
![]() | bool | TryStrafe (vector sideDir)) Charging |
![]() | bool | TryToDuck (vector duckDir, bool bReversed)) Charging |
![]() | WanderOrCamp (bool bMayCrouch)) | |
![]() | bool | WeaponFireAgain (float RefireRate, bool bFinishedFire)) |
![]() | WhatToDoNext (byte CallingByte)) | |
| 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 |
|---|
| Functions Detail |
|---|
AdjustAimError Source code
AnimEnd WaitForAnim Source code
BeginState ActiveHunting Source code
BeginState RangedAttack Source code
BeginState Wandering Source code
CancelCampFor RangedAttack Source code
CancelCampFor Wandering Source code
CheckIfShouldCrouch Source code
CheckPathToGoalAround Source code
ChooseAttackMode Source code
ClearShot Source code
DoCharge Source code
DoRangedAttackOn Source code
DoRangedAttackOn RangedAttack Source code
EndState Charging Source code
EndState Hunting Source code
EndState Wandering Source code
EnemyChanged Source code
EnemyChanged Fallback Source code
EnemyNotVisible Charging Source code
EnemyNotVisible Fallback Source code
EnemyNotVisible RangedAttack Source code
ExecuteWhatToDoNext Source code
FightEnemy Source code
FindNewEnemy Source code
FindViewSpot Hunting Source code
FireWeaponAt Source code
Formation Wandering Source code
HearNoise ActiveHunting Source code
HearNoise Wandering Source code
IsHunting Hunting Source code
IsRetreating Fallback Source code
IsStrafing Source code
MayFall Charging Source code
MayFall Fallback Source code
MayFall Hunting Source code
MonitoredPawnAlert Wandering Source code
NotifyBump Charging Source code
NotifyBump Fallback Source code
NotifyKilled Source code
NotifyTakeHit Charging Source code
PickDestination ActiveHunting Source code
PickDestination Hunting Source code
PickDestination Wandering Source code
Possess Source code
Restart Source code
SeeMonster Source code
SeePlayer Hunting Source code
SetEnemy Source code
SetMaxDesiredSpeed Source code
SetupFlags InitilizingMe Source code
ShouldFireAgain Source code
ShouldStrafeTo Source code
StopFiring Source code
StopFiring RangedAttack Source code
Stopped Source code
Stopped RangedAttack Source code
StrafeFromDamage Charging Source code
TimedFireWeaponAtEnemy Source code
Timer Charging Source code
Timer Hunting Source code
Timer RangedAttack Source code
TryStrafe Charging Source code
TryToDuck Charging Source code
WanderOrCamp Source code
WeaponFireAgain Source code
WhatToDoNext Source code| Defaultproperties |
|---|
defaultproperties
{
}
|
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