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Gameplay.BaseAICharacter

Extends
Character
Modifiers
native

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Gameplay.Rook
         |   
         +-- Gameplay.Ragdoll
            |   
            +-- Gameplay.Character
               |   
               +-- Gameplay.BaseAICharacter

Constants Summary
DODGING_DELAY_TIME=0.5f
MAX_BUMP_TIME=1.0f
MIN_BUMP_TIME=0.3f
PAIN_REACTION_FLINCH_TIME=1.0f
PAIN_REACTION_FREEZE_TIME=1.5f
SPEEDPACK_DISTANCE=1500.0f
Inherited Contants from Gameplay.Character
DAMAGE_LARGE, GM_Any_Int, GM_Run_Int, GM_Sprint_Int, GM_Walk_Int, NUM_WEAPON_SLOTS, ROPE_MESH_LENGTH

Variables Summary
boolbLogEnergyUsage
floatfirstBumpTime
ActorlastBumpActor
floatnoAttackUntil
floatnoMovementUntil
AI
boolbCanSeeIntoWater
boolbTaunt
boolbUsePackActiveEffect
CombatMovementCategoriescombatMovementCategory
CombatRangeCategoriescombatRangeCategory
DodgingCategoriesdodgingCategory
FiringWhileMovingStatesfiringWhileMovingState
GrenadeUseCategoriesgrenadeUseCategory
PainReactionCategoriespainReactionCategory
SpeedPackUseCategoriesspeedPackUseCategory
floattauntAnimFrequency
BaseAICharacter
MesharmsMesh
floathealthModifier
class<Jetpack>jetpackClass
Inherited Variables from Gameplay.Character
alertAimAnimationRootBone, altWeapon, animationChannels, animationHeightSpring, animationManager, animationStates, animationVelocitySpring, armAnimationRootBone, armorClass, arms, bActivatingEffect, bActivatingEffectStarted, bActiveEffect, bActiveEffectStarted, bApplyHealthFilter, bAttached, bCanZoom, bDeactivatingEffect, bDisableJetting, bDisableSkiing, bDisallowEquipmentDropOnDeath, bDontAllowCarryablePickups, bDontAllowCommandScreen, bDontInteractWithTerritories, bGodMode, bHiddenVehicleOccupant, bHitRegistered, bIsLocalCharacter, bLocalActivatingEffect, bLocalActivatingEffectStarted, bLocalActiveEffect, bLocalActiveEffectStarted, bLocalAttached, bLocalDeactivatingEffect, bLocalObjectHit, bLocalTempInvincible, bLocalUnactivatingEffect, bLocalUnactivatingEffectStarted, bLocalUnactiveEffect, bLocalUnactiveEffectStarted, bLocalUndeactivatingEffect, blockMovementDamage, bObjectHit, bReelIn, bSpawningAtVehicle, bTempInvincible, bUnactivatingEffect, bUnactivatingEffectStarted, bUnactiveEffect, bUnactiveEffectStarted, bUndeactivatingEffect, bZoomed, bZoomOutOnSpawn, carryableReference, carryables, CharacterName, CharacterNameLocalisationTag, clientPainType, collisionMaterialObject, combatAimAnimationRootBone, combatRole, deployable, dummy[4], energy, energyMaximum, energyMinimum, energyRechargeRate, energyRechargeScale, energyWeaponDepleted, eyeBoneIndex, eyeBoneName, eyeBoneOffset, fallbackWeapon, grapplerCharacters, grapplerClass, HeadHeight, healthInjectionAmount, healthInjectionRatePerSecond, heldPackClass, invicibilityMaterial, jetCompetency, jetpack, jetpackBone, lastCarryableNumber, lastHitObject, lastMovementCollisionTime, lastMovementDamageTime, lastPossessor, leftPack, loadout, loadoutClass, localCombatRole, localHealth, localPackClass, LocalQCAnimData, LocalQCTalkData, motor, movementAirborne, movementAltitude, movementClose, movementCollided, movementCollisionMaterial, movementConfiguration, movementDirectionalSpeed, movementDisplacement, movementDisplacementRate, movementDynamic, movementElevator, movementExtraMass, movementFrozen, movementGrounded, movementGroundState, movementHorizontalSpeed, movementImpulseChaos, movementKnockbackScale, movementNormal, movementOldThrusting, movementOldVelocity, movementPushing, movementResting, movementSimProxyInputJump, movementSimProxyInputSki, movementSimProxyInputThrust, movementSimProxyInputX, movementSimProxyInputY, movementSimProxyPitch, movementSkiInput, movementSpeed, movementSphereRadius, movementSphyllHalfHeight, movementSphyllRadius, movementSplashChaos, movementStrafe, movementTangentialSpeed, movementThrusting, movementTouching, movementUnderWater, movementVerticalSpeed, movementWater, movementWaterPenetration, movementZeroGravity, m_bManualAnimation, m_bOldManualAnimation, m_equipmentHead, needToPlayArmAnim, neutralAimAnimationRootBone, numCarryables, numPermanentCarryables, pack, packDrawScale, packLeftBone, packRightBone, playerNameMP, potentialEquipment, previousPhysics, primaryAnimationLayer, proj, pseudoWeapon, QCAnimData, QCTalkData, regenerationActive, regenerationRateHealthPerSecond, rightPack, rope, ropeNaturalLength, runAnimationSpeed, secondaryAnimationLayer, shieldActive, shieldFractionDamageBlocked, skiCompetency, sprintAnimationSpeed, tribesReplicationInfo, upperBodyAnimationRootBone, userSkinClass, vehicleTeamCrushingDamageModifier, visualisation, VoiceSetPackageName, walkAnimationSpeed, weapon, weaponBone, weaponNotHeldTime, weaponPlayingArmAnimation, weaponSlots[NUM_WEAPON_SLOTS]
Inherited Variables from Gameplay.Ragdoll
bPlayedDeath, bTearOffLocationValid, disableJetpackDeath, HavokParamsClass, jetpack, jetpackDuration, jetpackLinearForce, jetpackTime, jetpackTwirlyForce, movement, ragdollDeathLift, ragdollInheritedVelocity, ragdollLifeSpan, ragdollMaximumImpulse, ragdollScale, ragdollTickCount, ragdollTouchedGround, TearOffLocation

Enumerations Summary
CombatMovementCategories
CM_SIDE_STEP, CM_SEEK_COVER, CM_ZIGZAG, CM_DONT_REPOSITION
CombatRangeCategories
CR_STAND_GROUND, CR_CLOSE_TO_RANGE, CR_STAY_AT_RANGE, CR_FLANKING, CR_DRAW_OUT
DodgingCategories
DODGING_POOR, DODGING_GOOD
FiringWhileMovingStates
FWM_NEVER, FWM_POOR, FWM_GOOD
GrenadeUseCategories
GU_NONE, GU_NEVER, GU_USE
PainReactionCategories
PR_NONE, PR_FLINCH, PR_FREEZE
SpeedPackUseCategories
SP_ON_FIRST_ATTACK, SP_WHEN_CLOSE, SP_ESTHER
Inherited Enumerations from Gameplay.Character
AnimationStateEnum, EClientPainType, GroundMovementLevels, HitPosition, JetCompetencyLevels, MovementDirectionalInput, SkiCompetencyLevels
Inherited Enumerations from Gameplay.Ragdoll
MovementState

Structures Summary
Inherited Structures from Gameplay.Character
QuickChatInfo

Functions Summary
function Bump (Actor Other ))
eventbool cleanupAI ()))
function initCharacterAI ()))
function initialiseEquipment ()))
function playTauntAnim ()))
function PostBeginPlay ()))
function PostTakeDamage (float Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional float projectileFactor))
function rematchGoals ()))
functionbool scaleByWeaponRefireRate (optional Weapon _weapon ))
function Tick (float Delta))
functionbool weaponUseEnergy (float quantity))
Inherited Functions from Gameplay.Character
activatePack, addEquipment, addGrapplerCharacter, addGrenades, addImpulse, addPack, allocateAnimationChannels, allocateAnimationStates, attachGrapple, BaseChange, bIsInMount, BreakGrapple, Bump, calculateExtents, CalculateHitPosition, canBeSensed, changeEnergy, changeHealth, CheckBob, checkManualAnimation, clampHealthInjection, clearCarryables, clientWeaponUseEnergy, composeCarryables, createRope, createThirdPersonMesh, DamageTag, debugMovement, destroyAnimationSystem, Destroyed, destroyEquipment, destroyFallbackWeapon, destroyThirdPersonMesh, detachGrapple, Died, DisplayDebug, dropCarryables, dropEquipment, dropWeapon, energyRequiredToJet, enterManualAnimationState, equipFallbackWeapon, equipmentHead, equipmentTail, exitManualAnimationState, exitMount, firingMotor, forceMovement, forceMovementState, getAirSpace, GetAltWeapon, getArmAnimation, getControllingCharacter, getDrivenVehicle, GetGrappleData, getHealthInjectionAmount, GetHumanReadableName, GetKillerController, getMaxAmmo, getModifiedAmmo, getMount, GetOtherGrappleCount, GetOtherGrappleData, GetOverlayMaterial, GetRadarInfoClass, getTeamDamagePercentage, giveDefaultWeapon, gravity, healthInjection, hideJetpack, InGodMode, initialiseEquipment, initializeAnimationSystem, isFemale, isInAir, isLoopingAnimation, isLoopingArmAnimation, isLoopingUpperBodyAnimation, isPlayingAnimation, isPlayingUpperBodyAnimation, isTouchingEnergyBarrier, isZoomed, KilledBy, loopAnimation, loopArmAnimation, loopUpperBodyAnimation, newEquipment, newGrenades, newPack, nextEquipment, numDroppableCarryables, numHealthKitsCarried, numWeaponsCarried, OnChangeAirborne, OnChangeCollisionMaterial, OnChangeEffects, OnChangeMovement, OnChangeSkiInput, OnChangeUnderwater, OnChangeWater, OnHitObject, OnMovementCollision, OnMovementCollisionDamage, OnMovementCrushingDamage, OnMovementJump, OnViewerLostPawn, OnViewerSawPawn, pickupCarryable, playAnimation, playAttachedAnim, PlayDeathSound, PlayDying, playDynamicSpeech, playFireAnimation, playFlinchAnimation, PlayHurtSound, PlayMovementSpeech, playPackEffect, playPlayerScriptedSpeech, PlayQCAnimation, PlayQCSpeech, playQuickChatSpeech, playScriptedSpeech, playUpperBodyAnimation, PossessedBy, PostBeginPlay, PostLoadGame, PostNetBeginPlay, PostNetReceive, PostTakeDamage, PrecacheSpeech, prefixMovement, prevEquipment, putInWeaponSlot, removeEquipment, removeFromWeaponSlot, removeGrapplerCharacter, removeTempInvincibility, resetMovementAnimations, ropeObstructionTrace, serverDoInventoryRefill, setAnimationState, setArmsMesh, setJetpack, SetNaturalRopeLength, setTeam, setupAnimationChannels, setupAnimationLayers, setupAnimationManager, setupAnimationSprings, setupAnimationStates, setupVisionBone, setVelocity, setZoomed, ShouldActorsBlockSplash, shouldBreakRope, ShouldProjectileHit, showJetpack, spawnFallbackWeapon, StartGroundBasedLoopingEffect, stopAnimation, stopArmAnimation, stopHealthInjection, StopMovementEffects, stopPackEffect, stopUpperBodyAnimation, switchEquipment, team, teamClass, teleportTo, Tick, tickGrappler, Timer, Touch, TravelPostAccept, TravelPreAccept, unifiedAddForce, unifiedAddForceAtPosition, unifiedAddImpulse, unifiedAddImpulseAtPosition, unifiedAddVelocity, unifiedGetGravity, unifiedSetAcceleration, unifiedSetPosition, unifiedSetVelocity, Unpossessed, UnTouch, updateCasts, updateGrapplerRopeEquippedFirstPerson, updateGrapplerRopeThirdPerson, updatePackEffects, updateRopeDrawScale, updateUserSkin, useEnergy, useHealthKit, VelocityTag, wake, weaponUseEnergy
Inherited Functions from Gameplay.Ragdoll
BeginState, PlayDying, PostLoadGame, PostTakeDamage, StartHavokRagdoll, Tick, Timer, unifiedAddForce, unifiedAddForceAtPosition, unifiedAddImpulse, unifiedAddImpulseAtPosition


Constants Detail

DODGING_DELAY_TIME Source code

const DODGING_DELAY_TIME = 0.5f;

MAX_BUMP_TIME Source code

const MAX_BUMP_TIME = 1.0f;

MIN_BUMP_TIME Source code

const MIN_BUMP_TIME = 0.3f;

PAIN_REACTION_FLINCH_TIME Source code

const PAIN_REACTION_FLINCH_TIME = 1.0f;

PAIN_REACTION_FREEZE_TIME Source code

const PAIN_REACTION_FREEZE_TIME = 1.5f;

SPEEDPACK_DISTANCE Source code

const SPEEDPACK_DISTANCE = 1500.0f;


Variables Detail

bLogEnergyUsage Source code

var bool bLogEnergyUsage;

firstBumpTime Source code

var float firstBumpTime;

lastBumpActor Source code

var Actor lastBumpActor;

noAttackUntil Source code

var float noAttackUntil;

noMovementUntil Source code

var float noMovementUntil;

AI

bCanSeeIntoWater Source code

var(AI) bool bCanSeeIntoWater;

bTaunt Source code

var(AI) bool bTaunt;
should this AI taunt his/her enemies?

bUsePackActiveEffect Source code

var(AI) bool bUsePackActiveEffect;

combatMovementCategory Source code

var(AI) CombatMovementCategories combatMovementCategory;

combatRangeCategory Source code

var(AI) CombatRangeCategories combatRangeCategory;

dodgingCategory Source code

var(AI) DodgingCategories dodgingCategory;

firingWhileMovingState Source code

var(AI) FiringWhileMovingStates firingWhileMovingState;

grenadeUseCategory Source code

var(AI) GrenadeUseCategories grenadeUseCategory;

painReactionCategory Source code

var(AI) PainReactionCategories painReactionCategory;

speedPackUseCategory Source code

var(AI) SpeedPackUseCategories speedPackUseCategory;

tauntAnimFrequency Source code

var(AI) float tauntAnimFrequency;
percentage of time AI's plays taunt animation if you miss him

BaseAICharacter

armsMesh Source code

var(BaseAICharacter) Mesh armsMesh;

healthModifier Source code

var(BaseAICharacter) float healthModifier;

jetpackClass Source code

var(BaseAICharacter) class<Jetpack> jetpackClass;


Enumerations Detail

CombatMovementCategories Source code

enum CombatMovementCategories
{
CM_SIDE_STEP, CM_SEEK_COVER, CM_ZIGZAG, CM_DONT_REPOSITION
};

CombatRangeCategories Source code

enum CombatRangeCategories
{
CR_STAND_GROUND, CR_CLOSE_TO_RANGE, CR_STAY_AT_RANGE, CR_FLANKING, CR_DRAW_OUT
};

DodgingCategories Source code

enum DodgingCategories
{
DODGING_POOR, DODGING_GOOD
};

FiringWhileMovingStates Source code

enum FiringWhileMovingStates
{
FWM_NEVER, FWM_POOR, FWM_GOOD
};

GrenadeUseCategories Source code

enum GrenadeUseCategories
{
GU_NONE, GU_NEVER, GU_USE
};

PainReactionCategories Source code

enum PainReactionCategories
{
PR_NONE, PR_FLINCH, PR_FREEZE
};

SpeedPackUseCategories Source code

enum SpeedPackUseCategories
{
SP_ON_FIRST_ATTACK, SP_WHEN_CLOSE, SP_ESTHER
};


Functions Detail

Bump Source code

function Bump ( Actor Other ) )

cleanupAI Source code

event bool cleanupAI ( ) )

initCharacterAI Source code

function initCharacterAI ( ) )

initialiseEquipment Source code

function initialiseEquipment ( ) )

playTauntAnim Source code

final function playTauntAnim ( ) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

PostTakeDamage Source code

function PostTakeDamage ( float Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional float projectileFactor) )

rematchGoals Source code

function rematchGoals ( ) )

scaleByWeaponRefireRate Source code

final function bool scaleByWeaponRefireRate ( optional Weapon _weapon ) )

Tick Source code

simulated function Tick ( float Delta) )

weaponUseEnergy Source code

function bool weaponUseEnergy ( float quantity) )


Defaultproperties

defaultproperties
{
	firingWhileMovingState	= FWM_GOOD
	combatRangeCategory		= CR_STAY_AT_RANGE
	combatMovementCategory	= CM_SIDE_STEP
	dodgingCategory			= DODGING_GOOD
	painReactionCategory	= PR_NONE
	grenadeUseCategory		= GU_USE
	speedPackUseCategory	= SP_ON_FIRST_ATTACK
	tauntAnimFrequency		= 0.1
	bCanSeeIntoWater		= true
	bUsePackActiveEffect	= true
	bTaunt					= true


	bShowTyrionCharacterDebug	= false
	bShowTyrionMovementDebug	= false
	bShowTyrionWeaponDebug		= false
	bShowNavigationDebug		= false
	bShowSensingDebug		= false
	logNavigationSystem		= false
	logTyrion				= false
	logDLM					= false
	logAlertnessChanges		= false
	bShowLOADebug			= false
	bShowJSDebug			= false
	bLogEnergyUsage			= false


	alertness				= ALERTNESS_Neutral
	RotationRate			= (Pitch=4096,Yaw=40000,Roll=3072)


	AI_LOD_Level			= AILOD_IDLE


	peripheralVision		= 0.1				
	peripheralVisionZAngle	= 0.7854			
	SightRadius				= 6000.0
	VisionUpdateRange		= (Min=0.4,Max=0.6)
	visionMemory			= 10.0


	healthModifier			= 1.0
}

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Creation time: st 23.5.2018 00:10:28.355 - Created with UnCodeX