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.
