| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Core.Object
|
+-- Engine.Actor
|
+-- Engine.Controller
|
+-- Engine.AIController
|
+-- Gameplay.ScriptedController
|
+-- UnrealGame.Bot
xBot
| Constants Summary | ||
|---|---|---|
| AngleConvert | = | 0.0000958738 |
| ENEMYLOCATIONFUZZ | = | 1200 |
| MAXSTAKEOUTDIST | = | 2000 |
| MINSTRAFEDIST | = | 200 |
| MINVIEWDIST | = | 200 |
| TACTICALHEIGHTADVANTAGE | = | 320 |
| Inherited Variables from Engine.AIController |
|---|
| bAdjustFromWalls, bHunting, bPlannedJump, MyScript, Skill |
| Enumerations Summary | ||
|---|---|---|
| EScriptFollow FOLLOWSCRIPT_IgnoreAllStimuli, FOLLOWSCRIPT_IgnoreEnemies, FOLLOWSCRIPT_StayOnScript, FOLLOWSCRIPT_LeaveScriptForCombat | ||
| Functions Summary | ||
|---|---|---|
![]() | AbortScript ())) Scripting | |
![]() | rotator | AdjustAim (FireProperties FiredAmmunition, vector projStart, int aimerror)) |
![]() | rotator | AdjustAim (FireProperties FiredAmmunition, vector projStart, int aimerror)) StakeOut |
![]() | float | AdjustAimError (float aimerror, float TargetDist, bool bDefendMelee, bool bInstantProj, bool bLeadTargetNow )) |
![]() | bool | AdjustAround (Pawn Other)) |
![]() | bool | AllowDetourTo (NavigationPoint N)) |
![]() | Actor | AlternateTranslocDest ())) |
![]() | bool | AssignSquadResponsibility ())) |
![]() | bool | AutoTaunt ())) |
![]() | bool | AvoidCertainDeath ())) Testing |
![]() | BeginState ())) Dead | |
![]() | BeginState ())) FindAir | |
![]() | BeginState ())) GameEnded | |
![]() | BeginState ())) Hunting | |
![]() | BeginState ())) MoveToGoal | |
![]() | BeginState ())) RangedAttack | |
![]() | BeginState ())) RestFormation | |
![]() | BeginState ())) Retreating | |
![]() | BeginState ())) ShieldSelf | |
![]() | BeginState ())) StakeOut | |
![]() | BeginState ())) Startled | |
![]() | BeginState ())) TacticalMove | |
![]() | BeginState ())) Testing | |
![]() | BeginState ())) WaitingForLanding | |
![]() | BotVoiceMessage (name messagetype, byte MessageID, Controller Sender)) | |
![]() | bool | CanAttack (Actor Other)) |
![]() | bool | CanAttack (Actor Other)) StakeOut |
![]() | CancelCampFor (Controller C) | |
![]() | CancelCampFor (Controller C)) RangedAttack | |
![]() | CancelCampFor (Controller C)) RestFormation | |
![]() | CancelCampFor (Controller C)) Scripting | |
![]() | CancelCampFor (Controller C)) ShieldSelf | |
![]() | bool | CanCombo ())) |
![]() | bool | CanComboMoving ())) |
![]() | bool | CanDoubleJump (Pawn Other)) |
![]() | bool | CanImpactJump ())) |
![]() | bool | CanStakeOut ())) |
![]() | bool | CanUseTranslocator ())) |
![]() | Celebrate ())) | |
![]() | Celebrate ())) Dead | |
![]() | Celebrate ())) GameEnded | |
![]() | Celebrate ())) Testing | |
![]() | ChangedWeapon ())) | |
![]() | ChangeStrafe () | |
![]() | ChangeStrafe ())) TacticalMove | |
![]() | bool | CheckFutureSight (float deltatime)) |
![]() | CheckIfShouldCrouch (vector StartPosition, vector TargetPosition, float probability)) | |
![]() | bool | CheckPathToGoalAround (Pawn P)) |
![]() | bool | CheckPathToGoalAround (Pawn P)) MoveToGoal |
![]() | ChooseAttackMode ())) | |
![]() | ClearPathFor (Controller C)) | |
![]() | ClearPathFor (Controller C)) Scripting | |
![]() | bool | ClearShot (Vector TargetLoc, bool bImmediateFire)) |
![]() | ClearTemporaryOrders ())) | |
![]() | CompleteAction ())) Scripting | |
![]() | DamageAttitudeTo (Pawn Other, float Damage)) | |
![]() | bool | DefendMelee (float Dist)) |
![]() | DelayedWarning ())) | |
![]() | DelayedWarning ())) Dead | |
![]() | DelayedWarning ())) GameEnded | |
![]() | float | Desireability (Pickup P)) |
![]() | Destroyed ())) | |
![]() | DirectedWander (vector WanderDir)) | |
![]() | DisplayDebug (Canvas Canvas, out float YL, out float YPos)) | |
![]() | DoCharge ())) | |
![]() | bool | DontReuseTaunt (int T)) |
![]() | DoRangedAttackOn (Actor A)) | |
![]() | DoRangedAttackOn (Actor A)) Dead | |
![]() | DoRangedAttackOn (Actor A)) RangedAttack | |
![]() | DoRetreat ())) | |
![]() | DoStakeOut ())) | |
![]() | DoStakeOut ())) StakeOut | |
![]() | DoTacticalMove ())) | |
![]() | bool | DoWaitForLanding ())) |
![]() | bool | DoWaitForLanding ())) WaitingForLanding |
![]() | EndState ())) Charging | |
![]() | EndState ())) FindAir | |
![]() | EndState ())) Hunting | |
![]() | EndState ())) RestFormation | |
![]() | EndState ())) Scripting | |
![]() | EndState ())) StakeOut | |
![]() | EndState ())) TacticalMove | |
![]() | EndState ())) Testing | |
![]() | EnemyChanged (bool bNewEnemyVisible)) | |
![]() | EnemyChanged (bool bNewEnemyVisible)) Dead | |
![]() | EnemyChanged (bool bNewEnemyVisible)) Fallback | |
![]() | EnemyChanged (bool bNewEnemyVisible)) GameEnded | |
![]() | EnemyChanged (bool bNewEnemyVisible)) MoveToGoalNoEnemy | |
![]() | EnemyChanged (bool bNewEnemyVisible)) NoGoal | |
![]() | EnemyChanged (bool bNewEnemyVisible)) Testing | |
![]() | EnemyNotVisible ())) Charging | |
![]() | EnemyNotVisible ())) Fallback | |
![]() | EnemyNotVisible ())) FindAir | |
![]() | EnemyNotVisible ())) RangedAttack | |
![]() | EnemyNotVisible ())) TacticalMove | |
![]() | EnemyNotVisible ())) VehicleCharging | |
![]() | bool | EnemyVisible ())) |
![]() | bool | EngageDirection (vector StrafeDir, bool bForced)) TacticalMove |
![]() | ExecuteWhatToDoNext ())) | |
![]() | Actor | FaceActor (float StrafingModifier)) |
![]() | Actor | FaceActor (float StrafingModifier)) Retreating |
![]() | Actor | FaceMoveTarget ())) |
![]() | FearThisSpot (AvoidMarker aSpot)) | |
![]() | FightEnemy (bool bCanCharge, float EnemyStrength)) | |
![]() | bool | FindBestPathToward (Actor A, bool bCheckedReach, bool bAllowDetour)) |
![]() | FindDestination ())) VehicleCharging | |
![]() | bool | FindInventoryGoal (float BestWeight)) |
![]() | FindNewStakeOutDir ())) StakeOut | |
![]() | FindNextJumpTarget ())) Testing | |
![]() | FindNextMoveTarget ())) Testing | |
![]() | bool | FindRoamDest ())) |
![]() | bool | FindSuperPickup (float MaxDist)) |
![]() | bool | FindViewSpot ())) |
![]() | bool | FindViewSpot ())) Hunting |
![]() | bool | FireWeaponAt (Actor A)) |
![]() | bool | FireWeaponAt (Actor A)) Fallback |
![]() | ForceCelebrate ())) | |
![]() | ForceGiveWeapon ())) | |
![]() | bool | Formation ())) |
![]() | bool | Formation ())) RestFormation |
![]() | FreeScript ())) | |
![]() | float | GetDesiredOffset ())) |
![]() | string | GetEnemyName ())) |
![]() | byte | GetMessageIndex (name PhraseName)) |
![]() | Pawn | GetMyPlayer ())) |
![]() | string | GetOldEnemyName ())) |
![]() | actor | GetOrderObject ())) |
![]() | name | GetOrders ())) |
![]() | GetOutOfVehicle ())) | |
![]() | weapon | HasSuperWeapon ())) |
![]() | HearNoise (float Loudness, Actor NoiseMaker)) | |
![]() | ImpactJump ())) | |
![]() | InitializeSkill (float InSkill)) | |
![]() | InitPlayerReplicationInfo ())) | |
![]() | bool | IsHunting ())) |
![]() | bool | IsHunting ())) Hunting |
![]() | bool | IsRetreating ())) |
![]() | bool | IsRetreating ())) Fallback |
![]() | bool | IsRetreating ())) Retreating |
![]() | bool | IsShootingObjective ())) |
![]() | bool | IsShootingObjective ())) RangedAttack |
![]() | bool | IsSniping ())) |
![]() | bool | IsStrafing ())) |
![]() | bool | IsStrafing ())) TacticalMove |
![]() | LeaveScripting ())) Scripting | |
![]() | bool | LoseEnemy ())) |
![]() | bool | LostContact (float MaxTime)) |
![]() | MayDodgeToMoveTarget ())) | |
![]() | MayFall ())) Charging | |
![]() | MayFall ())) Fallback | |
![]() | MayFall ())) Hunting | |
![]() | MayFall ())) Roaming | |
![]() | MayShootAtEnemy ())) Scripting | |
![]() | MissedDodge ())) | |
![]() | MonitoredPawnAlert ())) RestFormation | |
![]() | bool | NearWall (float walldist)) |
![]() | bool | NeedToTurn (vector targ)) |
![]() | bool | NeedWeapon ())) |
![]() | NotifyAddInventory (inventory NewItem)) | |
![]() | bool | NotifyBump (actor Other)) |
![]() | bool | NotifyBump (actor Other)) Charging |
![]() | bool | NotifyBump (actor Other)) Fallback |
![]() | NotifyFallingHitWall (vector HitNormal, actor HitActor)) | |
![]() | bool | NotifyHeadVolumeChange (PhysicsVolume NewHeadVolume)) FindAir |
![]() | bool | NotifyHitWall (vector HitNormal, actor Wall)) |
![]() | bool | NotifyHitWall (vector HitNormal, actor Wall)) FindAir |
![]() | bool | NotifyHitWall (vector HitNormal, actor Wall)) TacticalMove |
![]() | NotifyJumpApex ())) | |
![]() | NotifyJumpApex ())) TacticalMove | |
![]() | NotifyKilled (Controller Killer, Controller Killed, pawn KilledPawn)) | |
![]() | bool | NotifyLanded (vector HitNormal)) |
![]() | bool | NotifyLanded (vector HitNormal)) WaitingForLanding |
![]() | NotifyMissedJump ())) | |
![]() | bool | NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)) |
![]() | NotifyPostLanded ())) | |
![]() | NotifyTakeHit (pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum)) | |
![]() | NotifyTakeHit (pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum)) Charging | |
![]() | NotifyTakeHit (pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum)) Hunting | |
![]() | NotifyTakeHit (pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum)) StakeOut | |
![]() | PawnIsInPain (PhysicsVolume PainVolume)) TacticalMove | |
![]() | PickDestination (bool bNoCharge)) FindAir | |
![]() | PickDestination ())) Hunting | |
![]() | PickDestination ())) RestFormation | |
![]() | PickDestination ())) TacticalMove | |
![]() | bool | PickRetreatDestination ())) |
![]() | Possess (Pawn aPawn)) | |
![]() | PostBeginPlay ())) | |
![]() | bool | PriorityObjective ())) |
![]() | bool | ProficientWithWeapon ())) |
![]() | float | RateWeapon (Weapon w)) |
![]() | ReceiveProjectileWarning (Projectile proj)) | |
![]() | ReceiveWarning (Pawn shooter, float projSpeed, vector FireDir)) | |
![]() | RecoverFromBadStateCode ())) | |
![]() | float | RelativeStrength (Pawn Other)) |
![]() | Reset ())) | |
![]() | ResetSkill ())) | |
![]() | Restart ())) | |
![]() | Restart ())) Scripting | |
![]() | bool | ScriptingOverridesAI ())) |
![]() | SeePlayer (Pawn SeenPlayer)) | |
![]() | SeePlayer (Pawn SeenPlayer)) Hunting | |
![]() | SeePlayer (Pawn SeenPlayer)) StakeOut | |
![]() | SendMessage (PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait, name BroadcastType)) | |
![]() | SetAlertness (float NewAlertness)) | |
![]() | SetAttractionState ())) | |
![]() | SetAttractionState ())) Dead | |
![]() | SetAttractionState ())) GameEnded | |
![]() | SetAttractionState ())) Testing | |
![]() | SetCombatTimer ())) | |
![]() | SetEnemyInfo (bool bNewEnemyVisible)) | |
![]() | SetEnemyReaction (int AlertnessLevel)) | |
![]() | SetFall ())) | |
![]() | SetFall ())) TacticalMove | |
![]() | SetFocus ())) StakeOut | |
![]() | SetLowGrav (bool bSet)) Testing | |
![]() | SetMaxDesiredSpeed ())) | |
![]() | SetMoveTarget ())) Scripting | |
![]() | SetNewScript (ScriptedSequence NewScript)) | |
![]() | SetOrders (name NewOrders, Controller OrderGiver)) | |
![]() | SetPeripheralVision ())) | |
![]() | bool | SetRouteToGoal (Actor A)) |
![]() | bool | SetRouteToGoal (Actor A)) Dead |
![]() | SetTemporaryOrders (name NewOrders, Controller OrderGiver)) | |
![]() | SetupSpecialPathAbilities ())) | |
![]() | bool | ShouldFireAgain (float RefireRate)) |
![]() | bool | ShouldKeepShielding ())) |
![]() | bool | ShouldPerformScript ())) |
![]() | bool | ShouldStrafeTo (Actor WayPoint)) |
![]() | SoakStop (string problem)) | |
![]() | Startle (Actor Feared)) | |
![]() | Startle (Actor Feared)) Startled | |
![]() | bool | StartMoveToward (Actor O)) |
![]() | StopFiring ())) | |
![]() | StopFiring ())) RangedAttack | |
![]() | StopFiring ())) ShieldSelf | |
![]() | bool | Stopped ())) |
![]() | bool | Stopped ())) RangedAttack |
![]() | bool | Stopped ())) ShieldSelf |
![]() | bool | Stopped ())) StakeOut |
![]() | bool | StrafeFromDamage (float Damage, class<DamageType> DamageType, bool bFindDest) |
![]() | bool | StrafeFromDamage (float Damage, class<DamageType> DamageType, bool bFindDest)) Charging |
![]() | float | SuperDesireability (Pickup P)) |
![]() | bool | SuperPickupNotSpokenFor (Pickup P)) |
![]() | SwitchToBestWeapon ())) GameEnded | |
![]() | bool | TestDirection (vector dir, out vector pick)) |
![]() | TimedFireWeaponAtEnemy ())) | |
![]() | Timer ())) Charging | |
![]() | Timer ())) Dead | |
![]() | Timer ())) FindAir | |
![]() | Timer ())) GameEnded | |
![]() | Timer ())) Hunting | |
![]() | Timer ())) MoveToGoal | |
![]() | Timer ())) MoveToGoalWithEnemy | |
![]() | Timer ())) RangedAttack | |
![]() | Timer ())) RestFormation | |
![]() | Timer ())) Scripting | |
![]() | Timer ())) StakeOut | |
![]() | Timer ())) TacticalMove | |
![]() | Timer ())) Testing | |
![]() | Timer ())) VehicleCharging | |
![]() | Timer ())) WaitingForLanding | |
![]() | Trigger (actor Other, pawn EventInstigator )) | |
![]() | TryCombo (string ComboName)) | |
![]() | bool | TryStrafe (vector sideDir)) Charging |
![]() | bool | TryToDuck (vector duckDir, bool bReversed)) |
![]() | bool | TryToDuck (vector duckDir, bool bReversed)) Charging |
![]() | bool | TryWallDodge (vector HitNormal, actor HitActor)) |
![]() | UnPossess ())) Scripting | |
![]() | UpdatePawnViewPitch ())) | |
![]() | VehicleFightEnemy (bool bCanCharge, float EnemyStrength)) | |
![]() | WaitForMover (Mover M)) | |
![]() | WanderOrCamp (bool bMayCrouch)) | |
![]() | WanderOrCamp (bool bMayCrouch)) Dead | |
![]() | WanderOrCamp (bool bMayCrouch)) GameEnded | |
![]() | WanderOrCamp (bool bMayCrouch)) Testing | |
![]() | WasKilledBy (Controller Other)) | |
![]() | bool | WeaponFireAgain (float RefireRate, bool bFinishedFire)) |
![]() | float | WeaponPreference (Weapon W)) |
![]() | WhatToDoNext (byte CallingByte)) | |
![]() | WhatToDoNext (byte CallingByte)) Dead | |
![]() | WhatToDoNext (byte CallingByte)) GameEnded | |
![]() | WhatToDoNext (byte CallingByte)) Testing | |
![]() | YellAt (Pawn Moron)) | |
| Inherited Functions from Engine.AIController |
|---|
| AdjustDesireFor, AdjustView, DisplayDebug, GetFacingDirection, GetOrderObject, GetOrders, MoverFinished, PreBeginPlay, PrepareForMove, PriorityObjective, RateWeapon, Reset, SetOrders, Startle, Trigger, TriggerScript, UnderLift, WaitForMover, WaitToSeeEnemy, WeaponFireAgain |
| States Summary |
|---|
| Charging Source code |
|---|
|
state Charging extends MoveToGoalWithEnemy |
| EndState, EnemyNotVisible, MayFall, NotifyBump, NotifyTakeHit, StrafeFromDamage, Timer, TryStrafe, TryToDuck |
| Dead Source code |
|---|
|
state Dead |
| BeginState, Celebrate, DelayedWarning, DoRangedAttackOn, EnemyChanged, SetAttractionState, SetRouteToGoal, Timer, WanderOrCamp, WhatToDoNext |
| Fallback Source code |
|---|
|
state Fallback extends MoveToGoalWithEnemy |
| EnemyChanged, EnemyNotVisible, FireWeaponAt, IsRetreating, MayFall, NotifyBump |
| FindAir Source code |
|---|
|
state FindAir |
| BeginState, EndState, EnemyNotVisible, NotifyHeadVolumeChange, NotifyHitWall, PickDestination, Timer |
| GameEnded Source code |
|---|
|
state GameEnded |
| BeginState, Celebrate, DelayedWarning, EnemyChanged, SetAttractionState, SwitchToBestWeapon, Timer, WanderOrCamp, WhatToDoNext |
| Hunting Source code |
|---|
|
state Hunting extends MoveToGoalWithEnemy |
| BeginState, EndState, FindViewSpot, IsHunting, MayFall, NotifyTakeHit, PickDestination, SeePlayer, Timer |
| MoveToGoal Source code |
|---|
|
state MoveToGoal |
| BeginState, CheckPathToGoalAround, Timer |
| MoveToGoalNoEnemy Source code |
|---|
|
state MoveToGoalNoEnemy extends MoveToGoal |
| EnemyChanged |
| MoveToGoalWithEnemy Source code |
|---|
|
state MoveToGoalWithEnemy extends MoveToGoal |
| Timer |
| NoGoal Source code |
|---|
|
state NoGoal |
| EnemyChanged |
| RangedAttack Source code |
|---|
|
state RangedAttack |
| BeginState, CancelCampFor, DoRangedAttackOn, EnemyNotVisible, IsShootingObjective, StopFiring, Stopped, Timer |
| RestFormation Source code |
|---|
|
state RestFormation extends NoGoal |
| BeginState, CancelCampFor, EndState, Formation, MonitoredPawnAlert, PickDestination, Timer |
| Retreating Source code |
|---|
|
state Retreating extends Fallback |
| BeginState, FaceActor, IsRetreating |
| Roaming Source code |
|---|
|
state Roaming extends MoveToGoalNoEnemy |
| MayFall |
| Scripting Source code |
|---|
|
state Scripting |
| AbortScript, CancelCampFor, ClearPathFor, CompleteAction, EndState, LeaveScripting, MayShootAtEnemy, Restart, SetMoveTarget, Timer, UnPossess |
| ShieldSelf Source code |
|---|
|
state ShieldSelf |
| BeginState, CancelCampFor, StopFiring, Stopped |
| StakeOut Source code |
|---|
|
state StakeOut |
| AdjustAim, BeginState, CanAttack, DoStakeOut, EndState, FindNewStakeOutDir, NotifyTakeHit, SeePlayer, SetFocus, Stopped, Timer |
| Startled Source code |
|---|
|
state Startled |
| BeginState, Startle |
| TacticalMove Source code |
|---|
|
state TacticalMove |
| BeginState, ChangeStrafe, EndState, EnemyNotVisible, EngageDirection, IsStrafing, NotifyHitWall, NotifyJumpApex, PawnIsInPain, PickDestination, SetFall, Timer |
| Testing Source code |
|---|
|
state Testing |
| AvoidCertainDeath, BeginState, Celebrate, EndState, EnemyChanged, FindNextJumpTarget, FindNextMoveTarget, SetAttractionState, SetLowGrav, Timer, WanderOrCamp, WhatToDoNext |
| VehicleCharging Source code |
|---|
|
state VehicleCharging extends MoveToGoalWithEnemy |
| EnemyNotVisible, FindDestination, Timer |
| WaitingForLanding Source code |
|---|
|
state WaitingForLanding |
| BeginState, DoWaitForLanding, NotifyLanded, Timer |
| Constants Detail |
|---|
| Variables Detail |
|---|
| Enumerations Detail |
|---|
FOLLOWSCRIPT_IgnoreAllStimuli, FOLLOWSCRIPT_IgnoreEnemies, FOLLOWSCRIPT_StayOnScript, FOLLOWSCRIPT_LeaveScriptForCombat};
| Functions Detail |
|---|
AbortScript Scripting Source code
AdjustAim Source code
AdjustAim StakeOut Source code
AdjustAimError Source code
AdjustAround Source code
AllowDetourTo Source code
AlternateTranslocDest Source code
AssignSquadResponsibility Source code
AutoTaunt Source code
AvoidCertainDeath Testing Source code
BeginState Dead Source code
BeginState FindAir Source code
BeginState GameEnded Source code
BeginState Hunting Source code
BeginState MoveToGoal Source code
BeginState RangedAttack Source code
BeginState RestFormation Source code
BeginState Retreating Source code
BeginState ShieldSelf Source code
BeginState StakeOut Source code
BeginState Startled Source code
BeginState TacticalMove Source code
BeginState Testing Source code
BeginState WaitingForLanding Source code
BotVoiceMessage Source code
CanAttack Source code
CanAttack StakeOut Source code
CancelCampFor Source code
CancelCampFor RangedAttack Source code
CancelCampFor RestFormation Source code
CancelCampFor Scripting Source code
CancelCampFor ShieldSelf Source code
CanCombo Source code
CanComboMoving Source code
CanDoubleJump Source code
CanImpactJump Source code
CanStakeOut Source code
CanUseTranslocator Source code
Celebrate Source code
Celebrate Dead Source code
Celebrate GameEnded Source code
Celebrate Testing Source code
ChangedWeapon Source code
ChangeStrafe Source code
ChangeStrafe TacticalMove Source code
CheckFutureSight Source code
CheckIfShouldCrouch Source code
CheckPathToGoalAround Source code
CheckPathToGoalAround MoveToGoal Source code
ChooseAttackMode Source code
ClearPathFor Source code
ClearPathFor Scripting Source code
ClearShot Source code
ClearTemporaryOrders Source code
CompleteAction Scripting Source code
DamageAttitudeTo Source code
DefendMelee Source code
DelayedWarning Source code
DelayedWarning Dead Source code
DelayedWarning GameEnded Source code
Desireability Source code
Destroyed Source code
DirectedWander Source code
DisplayDebug Source code
DoCharge Source code
DontReuseTaunt Source code
DoRangedAttackOn Source code
DoRangedAttackOn Dead Source code
DoRangedAttackOn RangedAttack Source code
DoRetreat Source code
DoStakeOut Source code
DoStakeOut StakeOut Source code
DoTacticalMove Source code
DoWaitForLanding Source code
DoWaitForLanding WaitingForLanding Source code
EndState Charging Source code
EndState FindAir Source code
EndState Hunting Source code
EndState RestFormation Source code
EndState Scripting Source code
EndState StakeOut Source code
EndState TacticalMove Source code
EndState Testing Source code
EnemyChanged Source code
EnemyChanged Dead Source code
EnemyChanged Fallback Source code
EnemyChanged GameEnded Source code
EnemyChanged MoveToGoalNoEnemy Source code
EnemyChanged NoGoal Source code
EnemyChanged Testing Source code
EnemyNotVisible Charging Source code
EnemyNotVisible Fallback Source code
EnemyNotVisible FindAir Source code
EnemyNotVisible RangedAttack Source code
EnemyNotVisible TacticalMove Source code
EnemyNotVisible VehicleCharging Source code
EnemyVisible Source code
EngageDirection TacticalMove Source code
ExecuteWhatToDoNext Source code
FaceActor Source code
FaceActor Retreating Source code
FaceMoveTarget Source code
FearThisSpot Source code
FightEnemy Source code
FindBestPathToward Source code
FindDestination VehicleCharging Source code
FindInventoryGoal Source code
FindNewStakeOutDir StakeOut Source code
FindNextJumpTarget Testing Source code
FindNextMoveTarget Testing Source code
FindRoamDest Source code
FindSuperPickup Source code
FindViewSpot Source code
FindViewSpot Hunting Source code
FireWeaponAt Source code
FireWeaponAt Fallback Source code
ForceCelebrate Source code
ForceGiveWeapon Source code
Formation Source code
Formation RestFormation Source code
FreeScript Source code
GetDesiredOffset Source code
GetEnemyName Source code
GetMessageIndex Source code
GetMyPlayer Source code
GetOldEnemyName Source code
GetOrderObject Source code
GetOrders Source code
GetOutOfVehicle Source code
HasSuperWeapon Source code
HearNoise Source code
ImpactJump Source code
InitializeSkill Source code
InitPlayerReplicationInfo Source code
IsHunting Source code
IsHunting Hunting Source code
IsRetreating Source code
IsRetreating Fallback Source code
IsRetreating Retreating Source code
IsShootingObjective Source code
IsShootingObjective RangedAttack Source code
IsSniping Source code
IsStrafing Source code
IsStrafing TacticalMove Source code
LeaveScripting Scripting Source code
LoseEnemy Source code
LostContact Source code
MayDodgeToMoveTarget Source code
MayFall Charging Source code
MayFall Fallback Source code
MayFall Hunting Source code
MayFall Roaming Source code
MayShootAtEnemy Scripting Source code
MissedDodge Source code
MonitoredPawnAlert RestFormation Source code
NearWall Source code
NeedToTurn Source code
NeedWeapon Source code
NotifyAddInventory Source code
NotifyBump Source code
NotifyBump Charging Source code
NotifyBump Fallback Source code
NotifyFallingHitWall Source code
NotifyHeadVolumeChange FindAir Source code
NotifyHitWall Source code
NotifyHitWall FindAir Source code
NotifyHitWall TacticalMove Source code
NotifyJumpApex Source code
NotifyJumpApex TacticalMove Source code
NotifyKilled Source code
NotifyLanded Source code
NotifyLanded WaitingForLanding Source code
NotifyMissedJump Source code
NotifyPhysicsVolumeChange Source code
NotifyPostLanded Source code
NotifyTakeHit Source code
NotifyTakeHit Charging Source code
NotifyTakeHit Hunting Source code
NotifyTakeHit StakeOut Source code
PawnIsInPain TacticalMove Source code
PickDestination FindAir Source code
PickDestination Hunting Source code
PickDestination RestFormation Source code
PickDestination TacticalMove Source code
PickRetreatDestination Source code
Possess Source code
PostBeginPlay Source code
PriorityObjective Source code
ProficientWithWeapon Source code
RateWeapon Source code
ReceiveProjectileWarning Source code
ReceiveWarning Source code
RecoverFromBadStateCode Source code
RelativeStrength Source code
Reset Source code
ResetSkill Source code
Restart Source code
Restart Scripting Source code
ScriptingOverridesAI Source code
SeePlayer Source code
SeePlayer Hunting Source code
SeePlayer StakeOut Source code
SendMessage Source code
SetAlertness Source code
SetAttractionState Source code
SetAttractionState Dead Source code
SetAttractionState GameEnded Source code
SetAttractionState Testing Source code
SetCombatTimer Source code
SetEnemyInfo Source code
SetEnemyReaction Source code
SetFall Source code
SetFall TacticalMove Source code
SetFocus StakeOut Source code
SetLowGrav Testing Source code
SetMaxDesiredSpeed Source code
SetMoveTarget Scripting Source code
SetNewScript Source code
SetOrders Source code
SetPeripheralVision Source code
SetRouteToGoal Source code
SetRouteToGoal Dead Source code
SetTemporaryOrders Source code
SetupSpecialPathAbilities Source code
ShouldFireAgain Source code
ShouldKeepShielding Source code
ShouldPerformScript Source code
ShouldStrafeTo Source code
SoakStop Source code
Startle Source code
Startle Startled Source code
StartMoveToward Source code
StopFiring Source code
StopFiring RangedAttack Source code
StopFiring ShieldSelf Source code
Stopped Source code
Stopped RangedAttack Source code
Stopped ShieldSelf Source code
Stopped StakeOut Source code
StrafeFromDamage Source code
StrafeFromDamage Charging Source code
SuperDesireability Source code
SuperPickupNotSpokenFor Source code
SwitchToBestWeapon GameEnded Source code
TestDirection Source code
TimedFireWeaponAtEnemy Source code
Timer Charging Source code
Timer Dead Source code
Timer FindAir Source code
Timer GameEnded Source code
Timer Hunting Source code
Timer MoveToGoal Source code
Timer MoveToGoalWithEnemy Source code
Timer RangedAttack Source code
Timer RestFormation Source code
Timer Scripting Source code
Timer StakeOut Source code
Timer TacticalMove Source code
Timer Testing Source code
Timer VehicleCharging Source code
Timer WaitingForLanding Source code
Trigger Source code
TryCombo Source code
TryStrafe Charging Source code
TryToDuck Source code
TryToDuck Charging Source code
TryWallDodge Source code
UnPossess Scripting Source code
UpdatePawnViewPitch Source code
VehicleFightEnemy Source code
WaitForMover Source code
WanderOrCamp Source code
WanderOrCamp Dead Source code
WanderOrCamp GameEnded Source code
WanderOrCamp Testing Source code
WasKilledBy Source code
WeaponFireAgain Source code
WeaponPreference Source code
WhatToDoNext Source code
WhatToDoNext Dead Source code
WhatToDoNext GameEnded Source code
WhatToDoNext Testing Source code
YellAt Source code| Defaultproperties |
|---|
defaultproperties
{
bLeadTarget=True
Aggressiveness=0.400000
LastAttractCheck=-10000.000000
BaseAggressiveness=0.400000
CombatStyle=0.200000
TranslocUse=1.000000
ScriptedCombat=FOLLOWSCRIPT_LeaveScriptForCombat
LastSearchTime=-10000.000000
ComboNames(0)="xGame.ComboSpeed"
ComboNames(1)="xGame.ComboBerserk"
ComboNames(2)="xGame.ComboDefensive"
ComboNames(3)="xGame.ComboInvis"
OrderNames(0)="Defend"
OrderNames(1)="HOLD"
OrderNames(2)="Attack"
OrderNames(3)="Follow"
OrderNames(4)="Freelance"
OrderNames(10)="Attack"
OrderNames(11)="Defend"
OrderNames(12)="Defend"
OrderNames(13)="Attack"
OrderNames(14)="Attack"
FovAngle=85.000000
bIsPlayer=True
OldMessageTime=-100.000000
PlayerReplicationInfoClass=Class'UnrealGame.TeamPlayerReplicationInfo'
}
|
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