Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Gameplay.ScriptedController

Extends
AIController

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller
      |   
      +-- Engine.AIController
         |   
         +-- Gameplay.ScriptedController

Direct Known Subclasses:

Bot, MonsterController, ScriptedTriggerController, SEERPawnController

Constants Summary
Inherited Contants from Engine.Controller
LATENT_MOVETOWARD

Variables Summary
intActionNum
intAnimsRemaining
boolbBroken
boolbChangingPawns
boolbFakeShot
boolbFineWeaponControl
boolbPendingDoubleJump
boolbPendingShoot
boolbShootSpray
boolbShootTarget
boolbUseScriptFacing
LatentScriptedActionCurrentAction
Action_PLAYANIMCurrentAnimation
nameFiringMode
intIterationCounter
intIterationSectionStart
PlayerControllerMyPlayerController
intNumShots
controllerPendingController
ActorScriptedFocus
ScriptedSequenceSequenceScript
Inherited Variables from Engine.AIController
bAdjustFromWalls, bHunting, bPlannedJump, MyScript, Skill
Inherited Variables from Engine.Controller
AcquisitionYawRate, AdjustLoc, Adrenaline, AdrenalineMax, bAdjusting, bAdrenalineEnabled, bAdvancedTactics, bAllowedToImpactJump, bAllowedToTranslocate, bAltFire, bCanDoSpecial, bCanOpenDoors, bControlAnimations, bDuck, bEnemyAcquired, bEnemyInfoValid, bFire, bForceStrafe, bGodMode, bHuntPlayer, bInDodgeMove, bIsPlayer, bJumpOverWall, bLOSflag, bNotifyApex, bNotifyFallingHitWall, bNotifyPostLanded, bPreparingMove, bRun, bSlowerZAcquire, bSoaking, bUsePlayerHearing, bVehicleTransition, bVoiceTalk, CurrentPath, CurrentPathDir, Destination, DirectionHint, DodgeLandZ, DodgeToGoalPct, Enemy, FailedReachLocation, FailedReachTime, FearSpots[2], FocalPoint, Focus, FocusLead, FovAngle, GoalList[4], GroundPitchTime, Handedness, home, LastBlockingVehicle, LastFailedReach, LastPawnWeapon, LastRouteFind, LastSeeingPos, LastSeenPos, LastSeenTime, MinHitWall, MonitoredPawn, MonitorMaxDistSq, MonitorStartLoc, MoveTarget, MoveTimer, nextController, NextRoutePath, OldMessageTime, Pawn, PawnClass, PendingMover, PlayerNum, PlayerReplicationInfo, PlayerReplicationInfoClass, PreviousPawnClass, RespawnPredictionTime, RouteCache[16], RouteDist, RouteGoal, ShotTarget, SightCounter, StartSpot, Stimulus, Target, ViewX, ViewY, ViewZ, VoiceType, WarningDelay, WarningProjectile

Functions Summary
function AbortScript ()
Scripting
functionrotator AdjustAim (FireProperties FiredAmmunition, vector projStart, int AimError)
function AnimEnd (int Channel)
Scripting
functionbool CheckIfNearPlayer (float Distance)
function ClearAnimation ()
function ClearScript ()
function CompleteAction ()
Scripting
function DestroyPawn ()
function DisplayDebug (Canvas Canvas, out float YL, out float YPos)
Scripting
function EndState ()
Scripting
functionPawn GetInstigator ()
functionPawn GetMyPlayer ()
functionActor GetSoundSource ()
function InitForNextAction ()
Scripting
function LeaveScripting ()
function LeaveScripting ()
Scripting
function LIPSincAnimEnd ()
Scripting
function MayShootAtEnemy ()
Scripting
function MayShootTarget ()
Scripting
event NotifyJumpApex ()
function SetDoubleJump ()
function SetEnemyReaction (int AlertnessLevel)
functionint SetFireYaw (int FireYaw)
function SetMoveTarget ()
Scripting
function SetNewScript (ScriptedSequence NewScript)
function TakeControlOf (Pawn aPawn)
function Tick (float DeltaTime)
Scripting
function Timer ()
Scripting
function Trigger (actor Other, pawn EventInstigator)
Scripting
function UnPossess ()
Scripting
functionbool WeaponFireAgain (float RefireRate, bool bFinishedFire)
functionbool WeaponFireAgain (float RefireRate, bool bFinishedFire)
Scripting
Inherited Functions from Engine.AIController
AdjustDesireFor, AdjustView, DisplayDebug, GetFacingDirection, GetOrderObject, GetOrders, MoverFinished, PreBeginPlay, PrepareForMove, PriorityObjective, RateWeapon, Reset, SetOrders, Startle, Trigger, TriggerScript, UnderLift, WaitForMover, WaitToSeeEnemy, WeaponFireAgain
Inherited Functions from Engine.Controller
actorReachable, AddController, AdjustAim, AdjustDesireFor, AdjustToss, AdjustView, AIHearSound, AllowDetourTo, AllowVoiceMessage, AutoTaunt, AvoidCertainDeath, AwardAdrenaline, BeginState, BotVoiceMessage, CanMakePathTo, CanSee, ChangedWeapon, CheckFutureSight, ClientDying, ClientGameEnded, ClientRoundEnded, ClientSetLocation, ClientSetRotation, ClientSetWeapon, ClientSwitchToBestWeapon, ClientVoiceMessage, damageAttitudeTo, DamageShake, DelayedWarning, Desireability, Destroyed, DisplayDebug, DontReuseTaunt, EAdjustJump, EndClimbLadder, EnemyNotVisible, FearThisSpot, FindBestInventoryPath, FindBestSuperPickup, FindPathTo, FindPathToIntercept, FindPathToward, FindPathTowardNearest, FindRandomDest, FinishRotation, FireWeaponAt, GameHasEnded, GetFacingDirection, GetHumanReadableName, GetLastWeapon, GetMessageIndex, GetTeamNum, GetViewRotation, HandlePickup, HearNoise, InitPlayerReplicationInfo, InLatentExecution, InstantWarnTarget, LineOfSightTo, LongFall, MayDodgeToMoveTarget, MayFall, MissedDodge, MonitoredPawnAlert, MoverFinished, MoveTo, MoveToward, NeedsAdrenaline, NotifyAddInventory, NotifyBump, NotifyFallingHitWall, NotifyHeadVolumeChange, NotifyHitMover, NotifyHitWall, NotifyJumpApex, NotifyKilled, NotifyLanded, NotifyMissedJump, NotifyPhysicsVolumeChange, NotifyPostLanded, NotifyTakeHit, ParseChatPercVar, PawnDied, PawnIsInPain, PendingStasis, PickAnyTarget, PickTarget, PickWallAdjust, pointReachable, Possess, PostBeginPlay, PreBeginPlay, PrepareForMove, RateWeapon, ReceiveProjectileWarning, ReceiveWarning, RemoveController, RenderOverlays, Reset, Restart, RoundHasEnded, SameTeamAs, SeeMonster, SeePlayer, SendMessage, SendVoiceMessage, ServerGivePawn, ServerReStartPlayer, SetDoubleJump, SetFall, SetPawnClass, SetPawnFemale, SetupSpecialPathAbilities, ShakeView, SoakStop, StartMonitoring, StopFiring, StopWaiting, SuperDesireability, SwitchToBestWeapon, UnderLift, UnPossess, WaitForLanding, WaitForMover, WantsSmoothedView, WasKilledBy, WeaponPreference, WouldReactToNoise, WouldReactToSeeing

States Summary
Broken Source code
state Broken
Scripting Source code
state Scripting
AbortScript, AnimEnd, CompleteAction, DisplayDebug, EndState, InitForNextAction, LeaveScripting, LIPSincAnimEnd, MayShootAtEnemy, MayShootTarget, SetMoveTarget, Tick, Timer, Trigger, UnPossess, WeaponFireAgain


Variables Detail

ActionNum Source code

var int ActionNum;

AnimsRemaining Source code

var int AnimsRemaining;

bBroken Source code

var bool bBroken;

bChangingPawns Source code

var bool bChangingPawns;

bFakeShot Source code

var bool bFakeShot;

bFineWeaponControl Source code

var bool bFineWeaponControl;

bPendingDoubleJump Source code

var bool bPendingDoubleJump;

bPendingShoot Source code

var bool bPendingShoot;

bShootSpray Source code

var bool bShootSpray;

bShootTarget Source code

var bool bShootTarget;

bUseScriptFacing Source code

var bool bUseScriptFacing;

CurrentAction Source code

var LatentScriptedAction CurrentAction;

CurrentAnimation Source code

var Action_PLAYANIM CurrentAnimation;

FiringMode Source code

var name FiringMode;

IterationCounter Source code

var int IterationCounter;

IterationSectionStart Source code

var int IterationSectionStart;

MyPlayerController Source code

var PlayerController MyPlayerController;

NumShots Source code

var int NumShots;

PendingController Source code

var controller PendingController;

ScriptedFocus Source code

var Actor ScriptedFocus;

SequenceScript Source code

var ScriptedSequence SequenceScript;


Functions Detail

AbortScript Scripting Source code

function AbortScript ( )

AdjustAim Source code

function rotator AdjustAim ( FireProperties FiredAmmunition, vector projStart, int AimError )

AnimEnd Scripting Source code

function AnimEnd ( int Channel )

CheckIfNearPlayer Source code

function bool CheckIfNearPlayer ( float Distance )

ClearAnimation Source code

function ClearAnimation ( )

ClearScript Source code

function ClearScript ( )

CompleteAction Scripting Source code

function CompleteAction ( )

DestroyPawn Source code

function DestroyPawn ( )

DisplayDebug Scripting Source code

function DisplayDebug ( Canvas Canvas, out float YL, out float YPos )

EndState Scripting Source code

function EndState ( )

GetInstigator Source code

function Pawn GetInstigator ( )

GetMyPlayer Source code

function Pawn GetMyPlayer ( )

GetSoundSource Source code

function Actor GetSoundSource ( )

InitForNextAction Scripting Source code

function InitForNextAction ( )

LeaveScripting Source code

function LeaveScripting ( )

LeaveScripting Scripting Source code

function LeaveScripting ( )

LIPSincAnimEnd Scripting Source code

function LIPSincAnimEnd ( )

MayShootAtEnemy Scripting Source code

function MayShootAtEnemy ( )

MayShootTarget Scripting Source code

function MayShootTarget ( )

NotifyJumpApex Source code

event NotifyJumpApex ( )

SetDoubleJump Source code

function SetDoubleJump ( )

SetEnemyReaction Source code

function SetEnemyReaction ( int AlertnessLevel )

SetFireYaw Source code

function int SetFireYaw ( int FireYaw )

SetMoveTarget Scripting Source code

function SetMoveTarget ( )

SetNewScript Source code

function SetNewScript ( ScriptedSequence NewScript )

TakeControlOf Source code

function TakeControlOf ( Pawn aPawn )

Tick Scripting Source code

function Tick ( float DeltaTime )

Timer Scripting Source code

function Timer ( )

Trigger Scripting Source code

function Trigger ( actor Other, pawn EventInstigator )

UnPossess Scripting Source code

function UnPossess ( )

WeaponFireAgain Source code

function bool WeaponFireAgain ( float RefireRate, bool bFinishedFire )

WeaponFireAgain Scripting Source code

function bool WeaponFireAgain ( float RefireRate, bool bFinishedFire )


Defaultproperties

defaultproperties
{
     bUseScriptFacing=Wahr
     IterationSectionStart=-1
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: Mo 16.4.2007 11:20:29.578 - Created with UnCodeX