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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.

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