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ScriptedController

UT2003 :: Actor >> Controller >> AIController >> ScriptedController

AIController which is controlling a pawn through a ScriptedSequence specified by an AIScript.

Properties

controller PendingController
controller which will get this Pawn after scripted sequence is complete.
int ActionNum
each action in a ScriptedSequence has a number.
int AnimsRemaining
how many animations are left in an action or sequence.
ScriptedSequence SequenceScript
the ScriptedSequence the ScriptedController will use.
LatentScriptedAction CurrentAction
used for action completion queries.
Action_PLAYANIM CurrentAnimation
the current animation in the sequence.
bool bBroken
a Target is still in view or not.
bool bShootTarget
ScriptedAction is an ACTION_ShootTarget? or not.
bool bShootSpray
continue shooting or not.
bool bPendingShoot
waiting to shoot or not.
bool bFakeShot
this is currently a hack.
bool bUseScriptFacing
script is setting or not what the Pawn's focus is.
bool bPendingDoubleJump
the Pawn can double jump or not.
bool bFineWeaponControl
bPressFire or bPressAltFire? (ACTION_FireWeapon?line45).
Actor ScriptedFocus
the Actor or Target that the Pawn should be focused on.
PlayerController MyPlayerController
the Pawn's controller, either a Player or not.
int NumShots
number of times to shoot before StopFiring.
name FiringMode
appropriate firing mode, bFire or bAltFire.
int IterationCounter
number of iterations in an action.
int IterationSectionStart
where to start the number of iterations.

Functions

function bool WeaponFireAgain(float RefireRate, bool bFinishedFire)
called by Weapon. Returns false to stop firing weapon.
event NotifyJumpApex()
notified when Pawn is at jump apex.
function TakeControlOf(Pawn aPawn)
lets the script take over the Pawn.
function SetEnemyReaction(int AlertnessLevel)
used in subclasses such as Bot? to determine how to react to enemies.
function Pawn GetMyPlayer()
returns the original Controller of the Pawn.
function Pawn GetInstigator()
returns the Pawn who is causing damage to the Pawn being controlled.
function Actor GetSoundSource()
returns the SequenceScript that has a ScriptedAction that's an Action_PLAYSOUND?.
function bool CheckIfNearPlayer(float Distance)
check if a Player is closer than the Distance passed in and is in view.
function ClearScript()
clear out any actions remaining in the SequenceScript.
function SetNewScript(ScriptedSequence NewScript)
set the SequenceScript to the NewScript that was passed in.
function ClearAnimation()
clear out any remaining animations.
function int SetFireYaw(int FireYaw)
set direction to shoot
function rotator AdjustAim(Ammunition FiredAmmunition, vector projStart, int AimError)
adjusts aiming direction.
function LeaveScripting()
leave the SequenceScript and unpossess the pawn

Subclasses

 +-ScriptedController
     +-Bot?
     |   +-xBot?
     |       +-InvasionBot? (Epic Bonuspack)
     +-MonsterController? (Epic Bonuspack)

Related Links

Creating And Using ScriptedActions


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