Legacy:ScriptedPawn/States - Unreal Wiki

# Legacy:ScriptedPawn/States

### From Unreal Wiki, The Unreal Engine Documentation Site

< Legacy:ScriptedPawn

## 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:Legacy To Do – Fill in state defs.

Category: Legacy To Do

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