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UnrealGame.TurretController

Extends
AIController

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller
      |   
      +-- Engine.AIController
         |   
         +-- UnrealGame.TurretController

Direct Known Subclasses:

LinkTurretController, ONSTurretController, SentinelController

Constants Summary
Inherited Contants from Engine.Controller
LATENT_MOVETOWARD

Variables Summary
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
functionrotator AdjustAim (FireProperties FiredAmmunition, vector projStart, int aimerror)
function BeginState ()
Engaged
function BeginState ()
Searching
function BeginState ()
WaitForTarget
function EnemyNotVisible ()
Engaged
functionint GetTeamNum ()
functionfloat GetWaitForTargetTime ()
functionbool IsTargetRelevant (Pawn Target)
functionbool IsTurretFiring ()
function Possess (Pawn aPawn)
function ScanRotation ()
Searching
event SeePlayer (Pawn SeenPlayer)
Searching
event SeePlayer (Pawn SeenPlayer)
WaitForTarget
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
Engaged Source code
state Engaged
BeginState, EnemyNotVisible
Searching Source code
auto state Searching
BeginState, ScanRotation, SeePlayer
WaitForTarget Source code
state WaitForTarget
BeginState, SeePlayer


Functions Detail

AdjustAim Source code

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

BeginState Engaged Source code

function BeginState ( )

BeginState Searching Source code

function BeginState ( )

BeginState WaitForTarget Source code

function BeginState ( )

EnemyNotVisible Engaged Source code

function EnemyNotVisible ( )

GetTeamNum Source code

simulated function int GetTeamNum ( )

GetWaitForTargetTime Source code

function float GetWaitForTargetTime ( )

IsTargetRelevant Source code

function bool IsTargetRelevant ( Pawn Target )

IsTurretFiring Source code

function bool IsTurretFiring ( )

Possess Source code

function Possess ( Pawn aPawn )

ScanRotation Searching Source code

function ScanRotation ( )

SeePlayer Searching Source code

event SeePlayer ( Pawn SeenPlayer )

SeePlayer WaitForTarget Source code

event SeePlayer ( Pawn SeenPlayer )


Defaultproperties

defaultproperties
{
     bSlowerZAcquire=Falsch
     RotationRate=(Pitch=32768,Yaw=60000,Roll=0)
}

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Creation time: Mo 16.4.2007 11:20:33.468 - Created with UnCodeX