ScriptedPawn/States
States
This is a complete list of ScriptedPawn states.
Startup (auto)
Functions
- InitAmbushLoc()
- InitPatrolLoc()
- SetHome()
- SetTeam()
- SetAlarm()
- BeginState()
Labels
- Begin
Waiting
Functions
- TakeDamage()
- Bump()
- Timer()
- EnemyAcquired()
- AnimEnd()
- Landed()
- BeginState()
Labels
- TurnFromWall
- Begin
- KeepWaiting
Roaming
Ignores EnemyNotVisible.
Functions
- TakeDamage()
- FearThisSpot()
- Timer()
- Bump()
- SetFall()
- EnemyAcquired()
- HitWall()
- PickDestination()
- BeginState()
Labels
- Begin
- Roam
- Moving
- Pausing
- ContinueRoam
- AdjustFromWall
Wandering
Ignores EnemyNotVisible.
Functions
- TakeDamage()
- Timer()
- SetFall()
- EnemyAcquired()
- HitWall()
- TestDirection()
- PickDestination()
- AnimEnd()
- FearThisSpot()
- BeginState()
- EndState()
Labels
- Begin
- Moving
- Pausing
- ContinueWander
- Turn
- AdjustFromWall
Patroling
Functions
- TakeDamage()
- SetFall()
- HitWall()
- Trigger()
- Timer()
- AnimEnd()
- EnemyAcquired()
- PickDestination()
- FindNextPatrol()
- BeginState()
Labels
- AdjustFromWall
- ResumePatrol
- Begin
- Moving
- Patrol
- MoveToPatrol
- SpecialNavig
- ReachedPatrol
- GiveUp
- DelayedPatrol
Guarding
Functions
- TakeDamage()
- Timer()
- EnemyAcquired()
- AnimEnd()
- HitWall()
- PickDestination()
- SetFall()
- BeginState()
Labels
- AdjustFromWall
- Begin
- GoToGuard
- SpecialNavig
- Turn
Ambushing
Functions
- TakeDamage()
- Landed()
- Timer()
- SetFall()
- AnimEnd()
- EnemyAcquired()
- FindAmbush()
- BeginState()
Labels
- FindAmbushSpot
- MoveToAmbush
- SpecialNavig
- Begin
Acquisition
Ignores Falling, Landed.
Functions
- WarnTarget()
- TakeDamage()
- HearNoise()
- SeePlayer()
- BeginState()
Labels
- PlayOut
- Begin
- AcquTurn
Attacking
Ignores SeePlayer, HearNoise, Bump and HitWall.
Functions
- ChooseAttackMode()
- EnemyNotVisible()
- Timer()
- BeginState()
Labels
- Begin
Threatening
Ignores Falling, Landed.
Functions
- TakeDamage()
- Trigger()
- EnemyNotVisible()
- EnemyAcquired()
- PickGuardDestination()
- PickThreatenDestination()
- BeginState()
- EndState()
Labels
- Begin
- FaceEnemy
- Threaten
Retreating
Ignores SeePlayer, EnemyNotVisible and HearNoise.
Functions
- TakeDamage()
- Timer()
- SetFall()
- HitWall()
- PickDestination()
- ChangeDestination()
- Bump()
- ReachedHome()
- PickNextSpot()
- AnimEnd()
- BeginState()
Labels
- Begin
- Landed
- RunAway
- SpecialNavig
- Moving
- TakeHit
- AdjustFromWall
- TurnAtHome
Charging
Ignores SeePlayer, HearNoise.
Functions
- MayFall()
- HitWall()
- SetFall()
- FearThisSpot()
- StrafeFromDamage()
- TakeDamage()
- AnimEnd()
- Timer()
- EnemyNotVisible()
- BeginState()
- EndState()
Labels
- AdjustFromWall
- ResumeCharge
- Begin
- Charge
- CloseIn
- NoReach
- SpecialNavig
- Moving
- GotThere
- TakeHit
TacticalMove
Ignores SeePlayer, HearNoise.
Functions
- SetFall()
- TakeDamage()
- HitWall()
- FearThisSpot()
- AnimEnd()
- Timer()
- EnemyNotVisible()
- ValidRecovery()
- GiveUpTactical()
- PickDestination()
- Choose a destination for the tactical move, based on aggressiveness and the tactical situation. Make sure destination is reachable.
- BeginState()
- EndState()
Labels
- TacticalTick
- Begin
- DoMove
- DoDirectMove
- DoStrafeMove
- NoCharge
- AdjustFromWall
- TakeHit
- RecoverEnemy
Hunting
Ignores EnemyNotVisible.
Functions
- MayFall()
- FearThisSpot()
- TakeDamage()
- HearNoise()
- SetFall()
- SetEnemy()
- AnimEnd()
- Timer()
- HitWall()
- PickDestination()
- FindViewSpot()
- BeginState()
- EndState()
Labels
- AdjustFromWall
- Begin
- AfterFall
- Follow
- SpecialNavig
StakeOut
Ignores EnemyNotVisible.
Functions
- TakeDamage()
- HearNoise()
- SetFall()
- SetEnemy()
- Timer()
- AdjustAim()
- BeginState()
- EndState()
Labels
- Begin
TakeHit
Ignores SeePlayer, HearNoise, Bump and HitWall.
Functions
- TakeDamage()
- Landed()
- Timer()
- PlayHitAim()
- BeginState()
Labels
- Begin
FallingState
Ignores Bump, Hitwall and WarnTarget.
Functions
- ZoneChange()
- AdjustJump()
- TakeDamage()
- SetEnemy()
- Timer()
- Landed()
- SeePlayer()
- EnemyNotVisible()
- SetFall()
- EnemyAcquired()
- BeginState()
- EndState()
Labels
- LongFall
- FastLanded
- Landed
- Done
- Splash
- Begin
- PlayFall
- Ducking
- EMPTY
MeleeAttack
Ignores SeePlayer, HearNoise and Bump.
Functions
- TakeDamage()
- KeepAttacking()
- EnemyNotVisible()
- AnimEnd()
- BeginState()
Labels
- Begin
- FaceTarget
- ReadyToAttack
- Attacking
- DoneAttacking
RangedAttack
Ignores SeePlayer, HearNoise and Bump.
Functions
- TakeDamage()
- StopWaiting()
- EnemyNotVisible()
- KeepAttacking()
- Timer()
- AnimEnd()
- BeginState()
- EndState()
Labels
- Challenge
- Begin
- FaceTarget
- ReadyToAttack
- Firing
- DoneFiring
VictoryDance
Ignores EnemyNotVisible.
Functions
- TakeDamage()
- EnemyAcquired()
- PickDestination()
- BeginState()
Labels
- Begin
- MoveToEnemy
- Taunt
TriggerAlarm
Ignores SeePlayer, HearNoise.
Functions
- TakeDamage()
- SetFall()
- EnemyNotVisible()
- Touch()
- Bump()
- AlarmDone()
- FindAlarm()
- AnimEnd()
- BeginState()
Labels
- Recover
- Begin
- CloseIn
AlarmPaused
Ignores HearNoise.
Functions
- TakeDamage()
- SetFall()
- Bump()
- Timer()
- FindShootTarget()
- EnemyNotVisible()
- SeePlayer()
- PlayWaitAround()
- BeginState()
Labels
- WaitForEnemy
- Waiting
- Begin
- Attack
- WaitForPlayer
- Wait
- WaitAround
Greeting
Ignores SeePlayer, EnemyNotVisible.
Functions
- TakeDamage()
- Bump()
- Timer()
- EnemyAcquired()
- AnimEnd()
- Landed()
Labels
- Begin
Discussion
SuperApe: This class code is pretty dense. No wonder they decided to split it up into Controller and Pawn classes in UT200x.
Category To Do – Fill in state defs.