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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 |
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Inherited Contants from Old2K4.MonsterController |
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ENEMYLOCATIONFUZZ, MAXSTAKEOUTDIST, MINSTRAFEDIST, MINVIEWDIST, TACTICALHEIGHTADVANTAGE |
Structures Summary | ||
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KillAssistant PC, Damage |
Functions Summary | ||
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![]() | 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 |
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CorpseFeeding Source code |
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state CorpseFeeding |
AttackCorpse, GetOutOfTheWayOfShot, Timer |
DoorBashing Source code |
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state DoorBashing extends MoveToGoalNoEnemy |
AttackDoor, DamageAttitudeTo, EndState, HearNoise, SeePlayer, Tick, Timer |
GettingOutOfTheWayOfShot Source code |
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state GettingOutOfTheWayOfShot |
HitTheDirt |
Kicking Source code |
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state Kicking |
KnockDown Source code |
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state KnockDown |
GetOutOfTheWayOfShot |
MonsterAvoid Source code |
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state MonsterAvoid |
AvoidThisMonster, BeginState, EndState, HitTheDirt, Timer |
ScriptedMoveTo Source code |
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state ScriptedMoveTo |
BeginState |
StakeOut Source code |
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state StakeOut |
AdjustAim, BeginState, DoStakeOut, SetFocus |
Startled Source code |
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state Startled |
BeginState, Startle |
WaitForAnim Source code |
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state WaitForAnim |
AnimEnd, BeginState, EndState, GetOutOfTheWayOfShot, Tick |
WaitToStart Source code |
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state WaitToStart |
EndState, SetEnemy, Trigger |
ZombieCharge Source code |
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state ZombieCharge extends Charging |
DamageAttitudeTo, HearNoise, NotifyTakeHit, SeePlayer, StrafeFromDamage, TryStrafe |
ZombieHunt Source code |
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state ZombieHunt extends Hunting |
BeginState, EndState, PickDestination, Timer |
ZombieRestFormation Source code |
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state ZombieRestFormation extends RestFormation |
BeginState, CancelCampFor, EndState, FindViewSpot, Formation, MonitoredPawnAlert, PickDestination, Timer |
ZombieRoam Source code |
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state ZombieRoam extends Roaming |
Timer |
Variables Detail |
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Structures Detail |
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Functions Detail |
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Defaultproperties |
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defaultproperties { NearMult=1.500000 FarMult=3.000000 StrafingAbility=-1.000000 CombatStyle=1.000000 ReactionTime=1.000000 } |
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