UE2:ScriptedController (UT2004)

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UT2004 Object >> Actor >> Controller >> AIController >> ScriptedController
Package: 
Gameplay

ScriptedController AI controller which is controlling the pawn through a scripted sequence specified by an AIScript

Properties

ActionNum

Type: int


AnimsRemaining

Type: int


bBroken

Type: bool


bChangingPawns

Type: bool


bFakeShot

Type: bool

FIXME - this is currently a hack

bFineWeaponControl

Type: bool


bPendingDoubleJump

Type: bool


bPendingShoot

Type: bool


bShootSpray

Type: bool


bShootTarget

Type: bool


bUseScriptFacing

Type: bool


Default value: True

CurrentAction

Type: LatentScriptedAction


CurrentAnimation

Type: ACTION_PlayAnim


FiringMode

Type: name


IterationCounter

Type: int


IterationSectionStart

Type: int


Default value: -1

MyPlayerController

Type: PlayerController


NumShots

Type: int


PendingController

Type: Controller

controller which will get this pawn after scripted sequence is complete

ScriptedFocus

Type: Actor


SequenceScript

Type: ScriptedSequence


Functions

Events

NotifyJumpApex

event NotifyJumpApex ()

Overrides: Controller.NotifyJumpApex


Other instance functions

AdjustAim

function Object.Rotator AdjustAim (Actor.FireProperties FiredAmmunition, Object.Vector projStart, int AimError)

Overrides: Controller.AdjustAim


CheckIfNearPlayer

function bool CheckIfNearPlayer (float Distance)


ClearAnimation

function ClearAnimation ()


ClearScript

function ClearScript ()


DestroyPawn

function DestroyPawn ()


GetInstigator

function Pawn GetInstigator ()


GetMyPlayer

function Pawn GetMyPlayer ()


GetSoundSource

function Actor GetSoundSource ()


LeaveScripting

function LeaveScripting ()


SetDoubleJump

function SetDoubleJump ()

Overrides: Controller.SetDoubleJump


SetEnemyReaction

function SetEnemyReaction (int AlertnessLevel)


SetFireYaw

function int SetFireYaw (int FireYaw)


SetNewScript

function SetNewScript (ScriptedSequence NewScript)


TakeControlOf

function TakeControlOf (Pawn aPawn)


WeaponFireAgain

function bool WeaponFireAgain (float RefireRate, bool bFinishedFire)

Overrides: AIController.WeaponFireAgain


States

Broken

Scripting

Scripting.AnimEnd

event AnimEnd (int Channel)

Overrides: Actor.AnimEnd (global)


Scripting.EndState

event EndState ()

Overrides: Object.EndState (global)


Scripting.LIPSincAnimEnd

event LIPSincAnimEnd ()

Overrides: Actor.LIPSincAnimEnd (global)


Scripting.Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


Scripting.Timer

event Timer ()

Overrides: Actor.Timer (global)


Scripting.Trigger

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: AIController.Trigger (global)


Scripting.AbortScript

function AbortScript ()


Scripting.CompleteAction

function CompleteAction ()


Scripting.DisplayDebug

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

Overrides: AIController.DisplayDebug (global)


Scripting.InitForNextAction

function InitForNextAction ()


Scripting.LeaveScripting

function LeaveScripting ()

Overrides: LeaveScripting (global)


Scripting.MayShootAtEnemy

function MayShootAtEnemy ()


Scripting.MayShootTarget

function MayShootTarget ()


Scripting.SetMoveTarget

function SetMoveTarget ()


Scripting.UnPossess

function UnPossess ()

Overrides: Controller.UnPossess (global)


Scripting.WeaponFireAgain

function bool WeaponFireAgain (float RefireRate, bool bFinishedFire)

Overrides: WeaponFireAgain (global)