| 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.KFMonsterController
BloatZombieController, BossZombieController, CrawlerController, FleshpoundZombieController, FriendlyMonsterAI, GorefastController, HuskZombieController, SawZombieController, SirenZombieController, SoldierZombieController
| Constants Summary |
|---|
| Inherited Contants from Old2K4.MonsterController |
|---|
| ENEMYLOCATIONFUZZ, MAXSTAKEOUTDIST, MINSTRAFEDIST, MINVIEWDIST, TACTICALHEIGHTADVANTAGE |
| Structures Summary | ||
|---|---|---|
| KillAssistant PC, Damage | ||
| Functions Summary | ||
|---|---|---|
![]() | AddKillAssistant (Controller PC, float Damage)) | |
![]() | rotator | AdjustAim (FireProperties FiredAmmunition, vector projStart, int aimerror)) StakeOut |
![]() | AnimEnd (int Channel)) WaitForAnim | |
![]() | AttackCorpse ())) CorpseFeeding | |
![]() | AttackDoor ())) DoorBashing | |
![]() | AvoidThisMonster (KFMonster Feared)) | |
![]() | AvoidThisMonster (KFMonster Feared)) MonsterAvoid | |
![]() | BeginState ())) MonsterAvoid | |
![]() | BeginState ())) ScriptedMoveTo | |
![]() | BeginState ())) StakeOut | |
![]() | BeginState ())) Startled | |
![]() | BeginState ())) WaitForAnim | |
![]() | BeginState ())) ZombieHunt | |
![]() | BeginState ())) ZombieRestFormation | |
![]() | BreakUpDoor (KFDoorMover Other, bool bTryDistanceAttack )) | |
![]() | CancelCampFor (Controller C)) ZombieRestFormation | |
![]() | bool | CanKillMeYet ())) |
![]() | Celebrate () | |
![]() | CheckIfShouldCrouch (vector StartPosition, vector TargetPosition, float probability) | |
![]() | DamageAttitudeTo (Pawn Other, float Damage)) DoorBashing | |
![]() | DamageAttitudeTo (Pawn Other, float Damage)) ZombieCharge | |
![]() | Destroyed ())) | |
![]() | DirectedWander (vector WanderDir)) | |
![]() | DoCharge ())) | |
![]() | DoStakeOut ())) StakeOut | |
![]() | DoTacticalMove () | |
![]() | EndState ())) DoorBashing | |
![]() | EndState ())) MonsterAvoid | |
![]() | EndState ())) WaitForAnim | |
![]() | EndState ())) WaitToStart | |
![]() | EndState ())) ZombieHunt | |
![]() | EndState ())) ZombieRestFormation | |
![]() | EnemyNotVisible () | |
![]() | bool | EnemyThreatChanged ())) |
![]() | ExecuteWhatToDoNext ())) | |
![]() | FearThisSpot (AvoidMarker aSpot)) | |
![]() | FightEnemy (bool bCanCharge)) | |
![]() | bool | FindBestPathToward (Actor A, bool bCheckedReach, bool bAllowDetour)) |
![]() | bool | FindFreshBody ())) |
![]() | bool | FindNewEnemy ())) |
![]() | bool | FindRoamDest ())) |
![]() | bool | FindViewSpot ())) ZombieRestFormation |
![]() | bool | Formation ())) ZombieRestFormation |
![]() | GetOutOfTheWayOfShot (vector ShotDirection, vector ShotOrigin)) | |
![]() | GetOutOfTheWayOfShot (vector ShotDirection, vector ShotOrigin) CorpseFeeding | |
![]() | GetOutOfTheWayOfShot (vector ShotDirection, vector ShotOrigin) KnockDown | |
![]() | GetOutOfTheWayOfShot (vector ShotDirection, vector ShotOrigin) WaitForAnim | |
![]() | HearNoise (float Loudness, Actor NoiseMaker)) | |
![]() | HearNoise (float Loudness, Actor NoiseMaker)) DoorBashing | |
![]() | HearNoise (float Loudness, Actor NoiseMaker)) ZombieCharge | |
![]() | HitTheDirt ())) GettingOutOfTheWayOfShot | |
![]() | HitTheDirt ())) MonsterAvoid | |
![]() | InitializeSkill (float InSkill) | |
![]() | MonitoredPawnAlert ())) ZombieRestFormation | |
![]() | bool | NotifyBump (actor Other)) |
![]() | NotifyTakeHit (pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum)) | |
![]() | NotifyTakeHit (pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum)) ZombieCharge | |
![]() | PickDestination ())) ZombieHunt | |
![]() | PickDestination ())) ZombieRestFormation | |
![]() | PostBeginPlay ())) | |
![]() | Reset ())) | |
![]() | ResetSkill () | |
![]() | Restart ())) | |
![]() | SeePlayer (Pawn SeenPlayer)) | |
![]() | SeePlayer (Pawn Seen )) DoorBashing | |
![]() | SeePlayer (Pawn Seen )) ZombieCharge | |
![]() | bool | SetEnemy (Pawn NewEnemy, optional bool bHateMonster, optional float MonsterHateChanceOverride )) |
![]() | bool | SetEnemy (Pawn NewEnemy, optional bool bHateMonster, optional float MonsterHateChanceOverride )) WaitToStart |
![]() | SetFocus ())) StakeOut | |
![]() | SetMaxDesiredSpeed ())) | |
![]() | SetPeripheralVision () | |
![]() | Startle (Actor Feared)) | |
![]() | Startle (Actor Feared)) Startled | |
![]() | bool | StrafeFromDamage (float Damage, class<DamageType> DamageType, bool bFindDest)) ZombieCharge |
![]() | tick (float DeltaTime)) | |
![]() | Tick (float Delta )) DoorBashing | |
![]() | Tick (float Delta )) WaitForAnim | |
![]() | Timer () | |
![]() | Timer ())) CorpseFeeding | |
![]() | Timer ())) DoorBashing | |
![]() | Timer ())) MonsterAvoid | |
![]() | Timer ())) ZombieHunt | |
![]() | Timer ())) ZombieRestFormation | |
![]() | Timer ())) ZombieRoam | |
![]() | Trigger (actor Other, pawn EventInstigator )) | |
![]() | Trigger (actor Other, pawn EventInstigator )) WaitToStart | |
![]() | bool | TryStrafe (vector sideDir)) ZombieCharge |
![]() | WaitForMover (Mover M)) | |
![]() | WanderOrCamp (bool bMayCrouch)) | |
![]() | ZombieMoan ())) | |
| States Summary |
|---|
| CorpseFeeding Source code |
|---|
|
state CorpseFeeding |
| AttackCorpse, GetOutOfTheWayOfShot, Timer |
| DoorBashing Source code |
|---|
|
state DoorBashing extends MoveToGoalNoEnemy |
| AttackDoor, DamageAttitudeTo, EndState, HearNoise, SeePlayer, Tick, Timer |
| GettingOutOfTheWayOfShot Source code |
|---|
|
state GettingOutOfTheWayOfShot |
| HitTheDirt |
| Kicking Source code |
|---|
|
state Kicking |
| KnockDown Source code |
|---|
|
state KnockDown |
| GetOutOfTheWayOfShot |
| MonsterAvoid Source code |
|---|
|
state MonsterAvoid |
| AvoidThisMonster, BeginState, EndState, HitTheDirt, Timer |
| ScriptedMoveTo Source code |
|---|
|
state ScriptedMoveTo |
| BeginState |
| StakeOut Source code |
|---|
|
state StakeOut |
| AdjustAim, BeginState, DoStakeOut, SetFocus |
| Startled Source code |
|---|
|
state Startled |
| BeginState, Startle |
| WaitForAnim Source code |
|---|
|
state WaitForAnim |
| AnimEnd, BeginState, EndState, GetOutOfTheWayOfShot, Tick |
| WaitToStart Source code |
|---|
|
state WaitToStart |
| EndState, SetEnemy, Trigger |
| ZombieCharge Source code |
|---|
|
state ZombieCharge extends Charging |
| DamageAttitudeTo, HearNoise, NotifyTakeHit, SeePlayer, StrafeFromDamage, TryStrafe |
| ZombieHunt Source code |
|---|
|
state ZombieHunt extends Hunting |
| BeginState, EndState, PickDestination, Timer |
| ZombieRestFormation Source code |
|---|
|
state ZombieRestFormation extends RestFormation |
| BeginState, CancelCampFor, EndState, FindViewSpot, Formation, MonitoredPawnAlert, PickDestination, Timer |
| ZombieRoam Source code |
|---|
|
state ZombieRoam extends Roaming |
| Timer |
| Variables Detail |
|---|
| Structures Detail |
|---|
| Functions Detail |
|---|
AddKillAssistant Source code
AdjustAim StakeOut Source code
AnimEnd WaitForAnim Source code
AttackCorpse CorpseFeeding Source code
AttackDoor DoorBashing Source code
AvoidThisMonster Source code
AvoidThisMonster MonsterAvoid Source code
BeginState MonsterAvoid Source code
BeginState ScriptedMoveTo Source code
BeginState StakeOut Source code
BeginState Startled Source code
BeginState WaitForAnim Source code
BeginState ZombieHunt Source code
BeginState ZombieRestFormation Source code
BreakUpDoor Source code
CancelCampFor ZombieRestFormation Source code
CanKillMeYet Source code
Celebrate Source code
CheckIfShouldCrouch Source code
DamageAttitudeTo DoorBashing Source code
DamageAttitudeTo ZombieCharge Source code
Destroyed Source code
DirectedWander Source code
DoCharge Source code
DoStakeOut StakeOut Source code
DoTacticalMove Source code
EndState DoorBashing Source code
EndState MonsterAvoid Source code
EndState WaitForAnim Source code
EndState WaitToStart Source code
EndState ZombieHunt Source code
EndState ZombieRestFormation Source code
EnemyNotVisible Source code
EnemyThreatChanged Source code
ExecuteWhatToDoNext Source code
FearThisSpot Source code
FightEnemy Source code
FindBestPathToward Source code
FindFreshBody Source code
FindNewEnemy Source code
FindRoamDest Source code
FindViewSpot ZombieRestFormation Source code
Formation ZombieRestFormation Source code
GetOutOfTheWayOfShot Source code
GetOutOfTheWayOfShot CorpseFeeding Source code
GetOutOfTheWayOfShot KnockDown Source code
GetOutOfTheWayOfShot WaitForAnim Source code
HearNoise Source code
HearNoise DoorBashing Source code
HearNoise ZombieCharge Source code
HitTheDirt GettingOutOfTheWayOfShot Source code
HitTheDirt MonsterAvoid Source code
InitializeSkill Source code
MonitoredPawnAlert ZombieRestFormation Source code
NotifyBump Source code
NotifyTakeHit Source code
NotifyTakeHit ZombieCharge Source code
PickDestination ZombieHunt Source code
PickDestination ZombieRestFormation Source code
PostBeginPlay Source code
Reset Source code
ResetSkill Source code
Restart Source code
SeePlayer Source code
SeePlayer DoorBashing Source code
SeePlayer ZombieCharge Source code
SetEnemy Source code
SetEnemy WaitToStart Source code
SetFocus StakeOut Source code
SetMaxDesiredSpeed Source code
SetPeripheralVision Source code
Startle Source code
Startle Startled Source code
StrafeFromDamage ZombieCharge Source code
tick Source code
Tick DoorBashing Source code
Tick WaitForAnim Source code
Timer Source code
Timer CorpseFeeding Source code
Timer DoorBashing Source code
Timer MonsterAvoid Source code
Timer ZombieHunt Source code
Timer ZombieRestFormation Source code
Timer ZombieRoam Source code
Trigger Source code
Trigger WaitToStart Source code
TryStrafe ZombieCharge Source code
WaitForMover Source code
WanderOrCamp Source code
ZombieMoan Source code| Defaultproperties |
|---|
defaultproperties
{
NearMult=1.500000
FarMult=3.000000
StrafingAbility=-1.000000
CombatStyle=1.000000
ReactionTime=1.000000
}
|
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