- Extends
- ReplicationInfo
Core.Object
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+-- Engine.Actor
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+-- Engine.Info
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+-- Engine.ReplicationInfo
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+-- UnrealGame.SquadAI
Direct Known Subclasses:
AssaultSquadAI, BombingRunSquadAI, CTFSquadAI, DMSquad, DOMSquadAI, InvasionSquad, ONSSquadAI
Functions Summary |
| | AddBot (Bot B))
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| bool | AddEnemy (Pawn NewEnemy))
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| | AddTransientCosts (Bot B, float f))
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| bool | AllowDetourTo (Bot B, avigationPoint N))
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| bool | AllowImpactJumpBy (Bot B))
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| bool | AllowTaunt (Bot B))
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| bool | AllowTranslocationBy (Bot B))
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| float | AssessThreat (Bot B, Pawn NewThreat, bool bThreatVisible ))
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| | AssignCombo (Bot B))
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| bool | AssignSquadResponsibility (Bot B))
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| bool | BeDevious ()))
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| | BotEnteredVehicle (Bot B))
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| float | BotSuitability (Bot B))
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| bool | CautiousAdvance (Bot B))
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| bool | CheckSpecialVehicleObjectives (Bot B))
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| bool | CheckSquadObjectives (Bot B))
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| bool | CheckVehicle (Bot B))
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| bool | ClearPathFor (Controller C))
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| bool | CloseToLeader (Pawn P))
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| | CriticalObjectiveWarning (Pawn NewEnemy))
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| | Destroyed ()))
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| | DisplayDebug (Canvas Canvas, out float YL, out float YPos))
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| bool | FindNewEnemyFor (Bot B, bool bSeeEnemy))
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| bool | FindPathToObjective (Bot B, Actor O))
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| actor | FormationCenter ()))
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| bool | FriendlyToward (Pawn Other))
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| rotator | GetFacingRotation ()))
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| Vehicle | GetKeyVehicle (Bot B))
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| Vehicle | GetLinkVehicle (Bot B))
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| name | GetOrders ()))
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| String | GetOrderStringFor (TeamPlayerReplicationInfo PRI))
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| RestingFormation | GetRestingFormation ()))
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| String | GetShortOrderStringFor (TeamPlayerReplicationInfo PRI))
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| int | GetSize ()))
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| | Initialize (UnrealTeamInfo T, GameObjective O, Controller C))
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| bool | IsDefending (Bot B))
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| bool | IsOnSquad (Controller C))
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| bool | LostEnemy (Bot B))
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| float | MaxVehicleDist (Pawn P))
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| bool | MergeEnemiesFrom (SquadAI S))
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| | MergeWith (SquadAI S))
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| float | ModifyThreat (float current, Pawn NewThreat, bool bThreatVisible, Bot B))
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| bool | MustKeepEnemy (Pawn E))
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| bool | NearFormationCenter (Pawn P))
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| bool | NeverBail (Pawn P))
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| | NotifyKilled (Controller Killer, Controller Killed, pawn KilledPawn))
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| bool | OverrideFollowPlayer (Bot B))
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| bot | PickBotToReassign ()))
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| | PickNewLeader ()))
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| bool | PickRetreatDestination (Bot B))
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| byte | PriorityObjective (Bot B))
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| | RemoveBot (Bot B))
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| | RemoveEnemy (Pawn E))
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| | RemovePlayer (PlayerController P))
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| | Reset ()))
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| | Retask (bot B))
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| | SetAlternatePath (bool bResetSquad))
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| | SetDefenseScriptFor (Bot B))
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| bool | SetEnemy (Bot B, Pawn NewEnemy ))
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| actor | SetFacingActor (Bot B))
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| | SetFinalStretch (bool bValue))
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| | SetFreelanceScriptFor (Bot B))
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| | SetLeader (Controller C))
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| | SetObjective (GameObjective O, bool bForceUpdate))
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| bool | ShouldDeferTo (Controller C))
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| bool | ShouldDestroyTranslocator (Bot B))
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| bool | ShouldSuppressEnemy (Bot B))
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| | SwitchBots (Bot MyBot, Bot OtherBot))
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| bool | TellBotToFollow (Bot B, Controller C))
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| | Tick (float DeltaTime)) Retasking |
| bool | TryToIntercept (Bot B, Pawn P, Actor RouteGoal))
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| bool | UnderFire (Pawn NewThreat, Bot Ignored))
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| bool | ValidEnemy (Pawn NewEnemy))
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| float | VehicleDesireability (Vehicle V, Bot B))
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| bool | WaitAtThisPosition (Pawn P))
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| bool | WanderNearLeader (Bot B))
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var name AlternatePathTag;
var localized string AttackString;
var bool bAddTransientCosts;
var bool bFreelance;
var bool bFreelanceAttack;
var bool bFreelanceDefend;
var bool bRoamingSquad;
var name CurrentOrders;
var localized string DefendString;
var localized string FreelanceString;
var float GatherThreshold;
var localized string HoldString;
var int MaxSquadSize;
var int Size;
var localized string SupportString;
var localized string SupportStringTrailer;
function AddBot (
Bot B) )
function
bool AddEnemy (
Pawn NewEnemy) )
function AddTransientCosts (
Bot B,
float f) )
function
bool AllowImpactJumpBy (
Bot B) )
function
bool AllowTaunt (
Bot B) )
function
bool AllowTranslocationBy (
Bot B) )
function
float AssessThreat (
Bot B,
Pawn NewThreat,
bool bThreatVisible ) )
function AssignCombo (
Bot B) )
AssignSquadResponsibility Source code
function
bool AssignSquadResponsibility (
Bot B) )
function bool BeDevious ( ) )
function BotEnteredVehicle (
Bot B) )
function
float BotSuitability (
Bot B) )
function
bool CautiousAdvance (
Bot B) )
CheckSpecialVehicleObjectives Source code
function
bool CheckSpecialVehicleObjectives (
Bot B) )
function
bool CheckSquadObjectives (
Bot B) )
function
bool CheckVehicle (
Bot B) )
function
bool CloseToLeader (
Pawn P) )
CriticalObjectiveWarning Source code
function CriticalObjectiveWarning (
Pawn NewEnemy) )
function Destroyed ( ) )
function DisplayDebug (
Canvas Canvas, out
float YL, out
float YPos) )
function
bool FindNewEnemyFor (
Bot B,
bool bSeeEnemy) )
function
bool FindPathToObjective (
Bot B,
Actor O) )
function
actor FormationCenter ( ) )
function
bool FriendlyToward (
Pawn Other) )
function
rotator GetFacingRotation ( ) )
function name GetOrders ( ) )
GetShortOrderStringFor Source code
function int GetSize ( ) )
function
bool IsDefending (
Bot B) )
function
bool LostEnemy (
Bot B) )
function
float MaxVehicleDist (
Pawn P) )
function
bool MergeEnemiesFrom (
SquadAI S) )
function
float ModifyThreat (
float current,
Pawn NewThreat,
bool bThreatVisible,
Bot B) )
function
bool MustKeepEnemy (
Pawn E) )
function
bool NearFormationCenter (
Pawn P) )
function
bool NeverBail (
Pawn P) )
function
bool OverrideFollowPlayer (
Bot B) )
function
bot PickBotToReassign ( ) )
function PickNewLeader ( ) )
PickRetreatDestination Source code
function
bool PickRetreatDestination (
Bot B) )
function
byte PriorityObjective (
Bot B) )
function RemoveBot (
Bot B) )
function RemoveEnemy (
Pawn E) )
function Reset ( ) )
function Retask (
bot B) )
function SetAlternatePath ( bool bResetSquad) )
function SetDefenseScriptFor (
Bot B) )
function
bool SetEnemy (
Bot B,
Pawn NewEnemy ) )
function
actor SetFacingActor (
Bot B) )
function SetFinalStretch ( bool bValue) )
function SetFreelanceScriptFor (
Bot B) )
ShouldDestroyTranslocator Source code
function
bool ShouldDestroyTranslocator (
Bot B) )
function
bool ShouldSuppressEnemy (
Bot B) )
function SwitchBots (
Bot MyBot,
Bot OtherBot) )
function Tick ( float DeltaTime) )
function
bool TryToIntercept (
Bot B,
Pawn P,
Actor RouteGoal) )
function
bool UnderFire (
Pawn NewThreat,
Bot Ignored) )
function
bool ValidEnemy (
Pawn NewEnemy) )
function
float VehicleDesireability (
Vehicle V,
Bot B) )
function
bool WaitAtThisPosition (
Pawn P) )
function
bool WanderNearLeader (
Bot B) )
defaultproperties
{
GatherThreshold=0.600000
SupportString="supporting"
DefendString="defending"
AttackString="attacking"
HoldString="holding"
FreelanceString="Sweeper"
MaxSquadSize=2
bRoamingSquad=True
RestingFormationClass=Class'UnrealGame.RestingFormation'
NetUpdateFrequency=1.000000
}
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Creation time: sk 18-3-2018 09:49:51.849 - Created with
UnCodeX