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UnrealGame.TeamAI

Extends
Info

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Info
      |   
      +-- UnrealGame.TeamAI

Direct Known Subclasses:

ASTeamAI, BombingRunTeamAI, CTFTeamAI, DOMTeamAI, InvasionTeamAI, ONSTeamAI

Constants Summary
Inherited Contants from Engine.Actor
MAXSTEPHEIGHT, MINFLOORZ

Variables Summary
SquadAIAttackSquad
UnrealTeamInfoEnemyTeam
SquadAIFreelanceSquad
intNumSuperPickups
intNumSupportingPlayer
GameObjectiveObjectives
nameOrderList[8]
intOrderOffset
GameObjectivePickedObjective
SquadAISquads
class<SquadAI>SquadType
PickupSuperPickups[16]
UnrealTeamInfoTeam
Inherited Variables from Engine.Info
BotsGroup, ChatGroup, GameGroup, KickVoteGroup, MapVoteGroup, RulesGroup, ServerGroup
Inherited Variables from Engine.Actor
Acceleration, AccumKarmaAngleError, ActorRenderData, AmbientGlow, AmbientSound, AntiPortal, Attached, AttachmentBone, AttachTag, bAcceptsProjectors, bActorShadows, bAlreadyPrecachedMaterials, bAlreadyPrecachedMeshes, bAlwaysFaceCamera, bAlwaysRelevant, bAlwaysTick, bAlwaysZeroBoneOffset, bAnimByOwner, Base, bAttenByLife, bAutoAlignToTerrain, bBadStateCode, bBlockActors, bBlockKarma, bBlockNonZeroExtentTraces, bBlockPlayers, bBlockProjectiles, bBlocksTeleport, bBlockZeroExtentTraces, bBounce, bCanBeDamaged, bCanTeleport, bClientAnim, bClientAuthoritative, bClientDemoNetFunc, bClientDemoRecording, bClientTrigger, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCompressedPosition, bCorona, bDeferRendering, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyInPainVolume, bDetailAttachment, bDirectional, bDirectionalCorona, bDisableSorting, bDisturbFluidSurface, bDramaticLighting, bDynamicLight, bEdShouldSnap, bEdSnap, bFixedRotationDir, bForceSkelUpdate, bFullVolume, bGameRelevant, bHardAttach, bHidden, bHiddenEd, bHiddenEdGroup, bHighDetail, bHurtEntry, bIgnoreEncroachers, bIgnoreOutOfWorld, bIgnoreTerminalVelocity, bIgnoreVehicles, bInterpolating, bJustTeleported, bLightChanged, bLightingVisibility, bLockLocation, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetNotify, bNetOwner, bNetRelevant, bNetTemporary, bNoDelete, bNoRepMesh, bNotifyLocalPlayerTeamReceived, bNotOnDedServer, bObsolete, bOnlyAffectPawns, bOnlyDirtyReplication, bOnlyDrawIfAttached, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bOrientToVelocity, bOwnerNoSee, bPathColliding, bPathTemp, bPendingDelete, bProjTarget, bRepClientDemo, bReplicateAnimations, bReplicateInstigator, bReplicateMovement, bRotateToDesired, Brush, bScriptInitialized, bSelected, bShadowCast, bShouldBaseAtStartup, bShouldStopKarma, bShowOctreeNodes, bSkipActorPropertyReplication, bSmoothKarmaStateUpdates, bSpecialLit, bStasis, bStatic, bStaticLighting, bSuperHighDetail, bTearOff, bTempEditor, bTicked, bTimerLoop, bTraceWater, bTrailerAllowRotation, bTrailerPrePivot, bTrailerSameRotation, bTravel, bUnlit, Buoyancy, bUpdateSimulatedPosition, bUseCollisionStaticMesh, bUseCylinderCollision, bUseDynamicLights, bUseLightingFromBase, bWasSNFiltered, bWorldGeometry, CachedLocalToWorld, CachedLocation, CachedRotation, ClientOverlayCounter, ClientOverlayTimer, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, CullDistance, Deleted, DesiredRotation, DrawScale, DrawScale3D, DrawType, Event, ExcludeTag[8], FluidSurfaceShootStrengthMod, ForcedVisibilityZoneTag, ForceNoise, ForceRadius, ForceScale, ForceType, Group, HardRelMatrix, HighDetailOverlay, InitialState, Instigator, Inventory, JoinedTag, KParams, KStepTag, LastRenderTime, LatentFloat, Leaves, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightPeriod, LightPhase, LightRadius, LightRenderData, LightSaturation, LightType, Location, LODBias, Mass, MaxLights, Mesh, MeshInstance, MessageClass, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OctreeBox, OctreeBoxCenter, OctreeBoxRadii, OctreeNodes, OverlayMaterial, OverlayTimer, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, Projectors, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderRevision, RepSkin, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skins, SoundOcclusion, SoundPitch, SoundRadius, SoundVolume, StaticFilterState, StaticMesh, StaticMeshInstance, StaticMeshProjectors, StaticSectionBatches, Style, SurfaceType, Tag, Texture, TimerCounter, TimerRate, Touching, TransientSoundRadius, TransientSoundVolume, UV2Mode, UV2Texture, Velocity, XLevel

Enumerations Summary
Inherited Enumerations from Engine.Actor
EDoubleClickDir, EDrawType, EFilterState, EFlagState, EForceType, eKillZType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ESoundSlot, ESurfaceTypes, ETravelType, EUV2Mode

Structures Summary
Inherited Structures from Engine.Actor
ActorRenderDataPtr, AnimRep, BatchReference, FireProperties, KRBVec, KRigidBodyState, KSimParams, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr

Functions Summary
functionSquadAI AddHumanSquad ()))
functionSquadAI AddSquadWithLeader (Controller C, GameObjective O))
function CallForBall (Pawn Recipient)
function CallForHelp (Bot B))
function ClearEnemies ()))
function CriticalObjectiveWarning (GameObjective G, Pawn NewEnemy)
functionSquadAI FindHumanSquad ()))
function FindNewObjectiveFor (SquadAI S, bool bForceUpdate))
function FindNewObjectives (GameObjective DisabledObjective))
functionSquadAI FindSquadOf (Controller C))
functionbool FriendlyToward (Pawn Other))
functionGameObjective GetLeastDefendedObjective ()))
functionGameObjective GetMostDefendedObjective ()))
functionGameObjective GetPriorityAttackObjective ()))
functionGameObjective GetPriorityAttackObjectiveFor (SquadAI AttackSquad))
functionGameObjective GetPriorityFreelanceObjective ()))
functionSquadAI GetSquadLedBy (Controller C))
function NotifyKilled (Controller Killer, Controller Killed, Pawn KilledPawn))
functionbool OnThisTeam (Pawn Other))
function PostBeginPlay ()))
function PutBotOnSquadLedBy (Controller C, Bot B))
functionbool PutOnDefense (Bot B))
function PutOnFreelance (Bot B))
function PutOnOffense (Bot B))
function ReAssessStrategy ()))
function RemoveFromTeam (Controller Other))
function RemoveSquad (SquadAI Squad))
function Reset ()))
function SetBotOrders (Bot NewBot, RosterEntry R))
function SetObjectiveLists ()))
function SetOrders (Bot B, name NewOrders, Controller OrderGiver))
functionbool SuperPickupAvailable (Bot B))
function Timer ()))
Inherited Functions from Engine.Info
AcceptPlayInfoProperty, AllowClassRemoval, FillPlayInfo, GetDescriptionText, GetSecurityLevel
Inherited Functions from Engine.Actor
*, +, -, AddToPackageMap, AdjustVolume, AllActors, AllowMusicPlayback, AnimBlendParams, AnimBlendToAlpha, AnimEnd, AnimIsInGroup, AnimStopLooping, Attach, AttachToBone, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BlocksShotAt, BoneRefresh, BroadcastLocalizedMessage, Bump, CanSplash, ChangeBaseParamsFeedbackEffect, ChangeSpringFeedbackEffect, CheckForErrors, CheckMaxEffectDistance, ChildActors, ClearStayingDebugLines, ClientTrigger, Clock, CollidingActors, ConsoleCommand, CopyObjectToClipboard, Crash, CurrentLIPSincAnim, DebugClock, DebugUnclock, DemoPlaySound, Destroy, Destroyed, Detach, DetachFromBone, DisplayDebug, DrawDebugCircle, DrawDebugLine, DrawDebugSphere, DrawStayingDebugLine, DynamicActors, EffectIsRelevant, EnableChannelNotify, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Falling, FastTrace, FellOutOfWorld, FinishAnim, FinishedInterpolation, FinishInterpolation, ForceFeedbackSupported, FreezeAnimAt, GainedChild, GetAllInt, GetAllIntDesc, GetAnimParams, GetBoneCoords, GetBoneRotation, GetCacheEntry, GetClosestBone, GetCollisionExtent, GetDebugName, GetHumanReadableName, GetLocalString, GetMapName, GetMeshName, GetNextInt, GetNextIntDesc, GetNextSkin, GetNotifyChannel, GetRenderBoundingSphere, GetRootLocation, GetRootLocationDelta, GetRootRotation, GetRootRotationDelta, GetSoundDuration, GetURLMap, GetUrlOption, HasAnim, HasLIPSincAnim, HealDamage, HitWall, HurtRadius, IsAnimating, IsInPain, IsInVolume, IsJoinedTo, IsPlayingLIPSincAnim, IsStationary, IsTweening, KAddAngularImpulse, KAddBoneLifter, KAddImpulse, KApplyForce, KDisableCollision, KDrawRigidBodyState, KEnableCollision, KFreezeRagdoll, KGetActorGravScale, KGetCOMOffset, KGetCOMPosition, KGetDampingProps, KGetFriction, KGetImpactThreshold, KGetInertiaTensor, KGetMass, KGetRBQuaternion, KGetRestitution, KGetRigidBodyState, KGetSimParams, KGetSkelMass, KilledBy, KImpact, KIsAwake, KIsRagdollAvailable, KMakeRagdollAvailable, KRBVecFromVector, KRBVecToVector, KRemoveAllBoneLifters, KRemoveLifterFromBone, KScaleJointLimits, KSetActorGravScale, KSetBlockKarma, KSetCOMOffset, KSetDampingProps, KSetFriction, KSetImpactThreshold, KSetInertiaTensor, KSetMass, KSetRestitution, KSetSimParams, KSetSkelVel, KSetStayUpright, KSetStayUprightParams, KSkelConvulse, KUpdateState, KVelDropBelow, KWake, Landed, LinkMesh, LinkSkelAnim, LIPSincAnimEnd, LockRootMotion, LoopAnim, LostChild, MakeNoise, MatchStarting, Move, MoveCacheEntry, MoveSmooth, NearSpot, NotifyLocalPlayerDead, NotifyLocalPlayerTeamReceived, OnlyAffectPawns, PauseStream, PawnBaseDied, PhysicsVolumeChange, PlayAnim, PlayerCanSeeMe, PlayFeedbackEffect, PlayLIPSincAnim, PlayMusic, PlayOwnedSound, PlaySound, PlayStream, PlayTeleportEffect, PostBeginPlay, PostLoadSavedGame, PostNetBeginPlay, PostNetReceive, PostTeleport, PostTouch, POVChanged, PreBeginPlay, PrecacheAnnouncer, PreSaveGame, PreTeleport, RadiusActors, RanInto, RecoverFromBadStateCode, RenderOverlays, RenderTexture, Reset, ResetStaticFilterState, SeekStream, SelfTriggered, SetAnimFrame, SetBase, SetBoneDirection, SetBoneLocation, SetBoneRotation, SetBoneScale, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDelayedDamageInstigatorController, SetDisplayProperties, SetDrawScale, SetDrawScale3D, SetDrawType, SetGRI, SetInitialState, SetLocation, SetOverlayMaterial, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetStaticMesh, SetTimer, ShouldBeHidden, Sleep, Spawn, SpecialHandling, StartInterpolation, StopAllMusic, StopAnimating, StopFeedbackEffect, StopLIPSincAnim, StopMusic, StopStream, SuggestFallVelocity, TakeDamage, TeamLink, TextToSpeech, Tick, Timer, TimerPop, TornOff, Touch, TouchingActor, TouchingActors, Trace, TraceActors, TraceThisActor, TravelPostAccept, TravelPreAccept, Trigger, TriggerEvent, TweenAnim, UnClock, UnTouch, UnTrigger, UntriggerEvent, UpdateAnnouncements, UpdatePrecacheMaterials, UpdatePrecacheStaticMeshes, UpdateURL, UsedBy, VisibleActors, VisibleCollidingActors, ZoneChange


Variables Detail

AttackSquad Source code

var SquadAI AttackSquad;

EnemyTeam Source code

var UnrealTeamInfo EnemyTeam;

FreelanceSquad Source code

var SquadAI FreelanceSquad;

NumSuperPickups Source code

var int NumSuperPickups;

NumSupportingPlayer Source code

var int NumSupportingPlayer;

Objectives Source code

var GameObjective Objectives;

OrderList[8] Source code

var name OrderList[8];

OrderOffset Source code

var int OrderOffset;

PickedObjective Source code

var GameObjective PickedObjective;

Squads Source code

var SquadAI Squads;

SquadType Source code

var class<SquadAI> SquadType;

SuperPickups[16] Source code

var Pickup SuperPickups[16];

Team Source code

var UnrealTeamInfo Team;


Functions Detail

AddHumanSquad Source code

function SquadAI AddHumanSquad ( ) )

AddSquadWithLeader Source code

function SquadAI AddSquadWithLeader ( Controller C, GameObjective O) )

CallForBall Source code

function CallForBall ( Pawn Recipient )

CallForHelp Source code

function CallForHelp ( Bot B) )

ClearEnemies Source code

function ClearEnemies ( ) )

CriticalObjectiveWarning Source code

function CriticalObjectiveWarning ( GameObjective G, Pawn NewEnemy )

FindHumanSquad Source code

function SquadAI FindHumanSquad ( ) )

FindNewObjectiveFor Source code

function FindNewObjectiveFor ( SquadAI S, bool bForceUpdate) )

FindNewObjectives Source code

function FindNewObjectives ( GameObjective DisabledObjective) )

FindSquadOf Source code

function SquadAI FindSquadOf ( Controller C) )

FriendlyToward Source code

function bool FriendlyToward ( Pawn Other) )

GetLeastDefendedObjective Source code

function GameObjective GetLeastDefendedObjective ( ) )

GetMostDefendedObjective Source code

function GameObjective GetMostDefendedObjective ( ) )

GetPriorityAttackObjective Source code

function GameObjective GetPriorityAttackObjective ( ) )

GetPriorityAttackObjectiveFor Source code

function GameObjective GetPriorityAttackObjectiveFor ( SquadAI AttackSquad) )

GetPriorityFreelanceObjective Source code

function GameObjective GetPriorityFreelanceObjective ( ) )

GetSquadLedBy Source code

function SquadAI GetSquadLedBy ( Controller C) )

NotifyKilled Source code

function NotifyKilled ( Controller Killer, Controller Killed, Pawn KilledPawn) )

OnThisTeam Source code

function bool OnThisTeam ( Pawn Other) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

PutBotOnSquadLedBy Source code

function PutBotOnSquadLedBy ( Controller C, Bot B) )

PutOnDefense Source code

function bool PutOnDefense ( Bot B) )

PutOnFreelance Source code

function PutOnFreelance ( Bot B) )

PutOnOffense Source code

function PutOnOffense ( Bot B) )

ReAssessStrategy Source code

function ReAssessStrategy ( ) )

RemoveFromTeam Source code

function RemoveFromTeam ( Controller Other) )

RemoveSquad Source code

function RemoveSquad ( SquadAI Squad) )

Reset Source code

function Reset ( ) )

SetBotOrders Source code

function SetBotOrders ( Bot NewBot, RosterEntry R) )

SetObjectiveLists Source code

function SetObjectiveLists ( ) )

SetOrders Source code

function SetOrders ( Bot B, name NewOrders, Controller OrderGiver) )

SuperPickupAvailable Source code

function bool SuperPickupAvailable ( Bot B) )

Timer Source code

function Timer ( ) )


Defaultproperties

defaultproperties
{
     SquadType=Class'UnrealGame.SquadAI'
     OrderList(0)="Follow"
     OrderList(1)="Attack"
     OrderList(2)="Defend"
     OrderList(3)="Freelance"
     OrderList(4)="Follow"
     OrderList(5)="Attack"
     OrderList(6)="Defend"
     OrderList(7)="Freelance"
}

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Creation time: sk 18-3-2018 09:49:53.717 - Created with UnCodeX