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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object
|
+-- Engine.Actor
|
+-- Engine.Controller
|
+-- Engine.AIController
|
+-- UTGame.UTBot
| Constants Summary | ||
|---|---|---|
| AngleConvert | = | 0.0000958738 |
| ENEMYLOCATIONFUZZ | = | 1200 |
| MAXSTAKEOUTDIST | = | 2000 |
| MINSTRAFEDIST | = | 200 |
| MINVIEWDIST | = | 200 |
| TACTICALHEIGHTADVANTAGE | = | 320 |
| Inherited Contants from Engine.Controller |
|---|
| LATENT_MOVETOWARD |
| Inherited Variables from Engine.AIController |
|---|
| bAdjustFromWalls, bHunting, bReverseScriptedRoute, ScriptedFocus, ScriptedMoveTarget, ScriptedRoute, ScriptedRouteIndex, Skill |
| Structures Summary | ||
|---|---|---|
| EnemyPosition Position, Velocity, Time | ||
| Inherited Structures from Engine.Controller |
|---|
| VisiblePortalInfo |
| Delegates Summary | ||
|---|---|---|
![]() | bool | CustomActionFunc (UTBot B)) |
| Functions Summary | ||
|---|---|---|
![]() | float | AdjustAimError (float TargetDist, bool bInstantProj )) |
![]() | bool | AdjustAround (Pawn Other)) |
![]() | bool | AllowDetourTo (NavigationPoint N)) |
![]() | Actor | AlternateTranslocDest ())) |
![]() | bool | AssignSquadResponsibility ())) |
![]() | BeginState (Name PreviousStateName)) Dead | |
![]() | BeginState (Name PreviousStateName)) Defending | |
![]() | BeginState (Name PreviousStateName)) FindAir | |
![]() | BeginState (Name PreviousStateName)) Hunting | |
![]() | BeginState (Name PreviousStateName)) InQueue | |
![]() | BeginState (Name PreviousStateName)) MoveToGoal | |
![]() | BeginState (Name PreviousStateName)) RangedAttack | |
![]() | BeginState (Name PreviousStateName)) Retreating | |
![]() | BeginState (Name PreviousStateName)) RoundEnded | |
![]() | BeginState (Name PreviousStateName)) StakeOut | |
![]() | BeginState (Name PreviousStateName)) Startled | |
![]() | BeginState (Name PreviousStateName)) TacticalMove | |
![]() | BeginState (Name PreviousStateName)) WaitingForLanding | |
![]() | BuildSquadRoute () | |
![]() | bool | CanAttack (Actor Other)) |
![]() | bool | CanAttack (Actor Other)) StakeOut |
![]() | bool | CanCombo ())) |
![]() | bool | CanComboMoving ())) |
![]() | bool | CanDoubleJump (Pawn Other)) |
![]() | bool | CanImpactJump ())) |
![]() | bool | CanMakePathTo (Actor A) |
![]() | bool | CanStakeOut ())) |
![]() | bool | CanUseTranslocator ())) |
![]() | Celebrate ())) | |
![]() | Celebrate ())) Dead | |
![]() | Celebrate ())) RoundEnded | |
![]() | CelebrateVictory ())) RoundEnded | |
![]() | 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)) Defending | |
![]() | ClearPathFor (Controller C)) RangedAttack | |
![]() | bool | ClearShot (Vector TargetLoc, bool bImmediateFire)) |
![]() | ClearTemporaryOrders ())) | |
![]() | DamageAttitudeTo (Controller Other, float Damage)) | |
![]() | bool | DefendMelee (float Dist)) |
![]() | DelayedInstantWarning ())) | |
![]() | DelayedLeaveVehicle ())) | |
![]() | DelayedWarning ())) | |
![]() | DelayedWarning ())) Dead | |
![]() | DelayedWarning ())) RoundEnded | |
![]() | Destroyed ())) | |
![]() | DisplayDebug (HUD HUD, out float YL, out float YPos)) | |
![]() | DoCharge ())) | |
![]() | DoRangedAttackOn (Actor A)) | |
![]() | DoRangedAttackOn (Actor A)) Dead | |
![]() | DoRangedAttackOn (Actor A)) RangedAttack | |
![]() | DoRetreat ())) | |
![]() | DoStakeOut ())) | |
![]() | DoStakeOut ())) StakeOut | |
![]() | DoTacticalMove ())) | |
![]() | bool | DoWaitForLanding ())) |
![]() | bool | DoWaitForLanding ())) WaitingForLanding |
![]() | EnableBumps () | |
![]() | EnableBumps ())) Defending | |
![]() | EnableBumps ())) MoveToGoal | |
![]() | EnableBumps ())) StakeOut | |
![]() | EnableBumps ())) TacticalMove | |
![]() | EndState (Name NextStateName)) Charging | |
![]() | EndState (name NextStateName)) CustomAction | |
![]() | EndState (Name NextStateName)) Defending | |
![]() | EndState (Name NextStateName)) FindAir | |
![]() | EndState (Name NextStateName)) Hunting | |
![]() | EndState (Name NextStateName)) InQueue | |
![]() | EndState (Name NextStateName)) StakeOut | |
![]() | EndState (Name NextStateName)) TacticalMove | |
![]() | EnemyChanged (bool bNewEnemyVisible)) | |
![]() | EnemyChanged (bool bNewEnemyVisible)) Dead | |
![]() | EnemyChanged (bool bNewEnemyVisible)) Fallback | |
![]() | EnemyChanged (bool bNewEnemyVisible)) RoundEnded | |
![]() | EnemyJustTeleported ())) | |
![]() | EnemyNotVisible ())) Charging | |
![]() | EnemyNotVisible ())) Fallback | |
![]() | EnemyNotVisible ())) FindAir | |
![]() | EnemyNotVisible ())) RangedAttack | |
![]() | EnemyNotVisible ())) TacticalMove | |
![]() | EnemyNotVisible ())) VehicleCharging | |
![]() | bool | EngageDirection (vector StrafeDir, bool bForced)) |
![]() | bool | EngageDirection (vector StrafeDir, bool bForced)) TacticalMove |
![]() | EnterVehicle (Vehicle V)) | |
![]() | ExecuteWhatToDoNext ())) | |
![]() | Actor | FaceActor (float StrafingModifier)) |
![]() | Actor | FaceActor (float StrafingModifier)) Retreating |
![]() | Actor | FaceMoveTarget ())) |
![]() | FearThisSpot (UTAvoidMarker aSpot)) | |
![]() | FightEnemy (bool bCanCharge, float EnemyStrength)) | |
![]() | actor | FindBestInventoryPath (out float MinWeight) |
![]() | bool | FindBestPathToward (Actor A, bool bCheckedReach, bool bAllowDetour)) |
![]() | Actor | FindBestSuperPickup (float MaxDist) |
![]() | FindDestination ())) VehicleCharging | |
![]() | bool | FindInventoryGoal (float BestWeight)) |
![]() | FindNewStakeOutDir ())) StakeOut | |
![]() | actor | FindPathToSquadRoute (optional bool bWeightDetours) |
![]() | bool | FindRoamDest ())) |
![]() | bool | FindStrafeDest ())) RangedAttack |
![]() | bool | FindSuperPickup (float MaxDist)) |
![]() | bool | FindViewSpot ())) |
![]() | bool | FindViewSpot ())) Hunting |
![]() | bool | FireWeaponAt (Actor A)) |
![]() | bool | FireWeaponAt (Actor A)) Fallback |
![]() | bool | FocusOnLeader (bool bLeaderFiring)) |
![]() | ForceCelebrate ())) | |
![]() | ForceGiveWeapon ())) | |
![]() | FreePoint ())) | |
![]() | Rotator | GetAdjustedAimFor (Weapon InWeapon, vector projstart )) |
![]() | Rotator | GetAdjustedAimFor (Weapon InWeapon, vector ProjStart )) StakeOut |
![]() | UTVehicle_Deployable | GetDeployableVehicle ())) |
![]() | float | GetDesiredOffset ())) |
![]() | vector | GetDirectionHint ())) |
![]() | string | GetEnemyName ())) |
![]() | actor | GetOrderObject ())) |
![]() | name | GetOrders ())) |
![]() | GetOutOfVehicle ())) | |
![]() | vector | GetTranslocationDestination ())) |
![]() | bool | HandlePathObstruction (Actor BlockedBy)) |
![]() | bool | HasBarricadeDestroyingWeapon ())) |
![]() | weapon | HasSuperWeapon ())) |
![]() | bool | HasTimedPowerup ())) |
![]() | HearNoise (float Loudness, Actor NoiseMaker, optional Name NoiseType )) | |
![]() | ImpactJump ())) | |
![]() | Initialize (float InSkill, const out CharacterInfo BotInfo)) | |
![]() | bool | IsDefending ())) |
![]() | bool | IsDefending ())) Defending |
![]() | 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 |
![]() | bool | LandingShake ())) |
![]() | LatentWhatToDoNext () | |
![]() | LeaveVehicle (bool bBlocking)) | |
![]() | bool | LoseEnemy ())) |
![]() | bool | LostContact (float MaxTime)) |
![]() | MayDodgeToMoveTarget ())) | |
![]() | MayFall ())) Charging | |
![]() | MayFall ())) Fallback | |
![]() | MayFall ())) Hunting | |
![]() | MayFall ())) Roaming | |
![]() | MissedDodge ())) | |
![]() | MonitoredPawnAlert () | |
![]() | MonitoredPawnAlert ())) Defending | |
![]() | MoveAwayFrom (Controller C)) | |
![]() | MoveAwayFrom (Controller C)) Defending | |
![]() | MoveToDefensePoint ())) | |
![]() | bool | NeedWeapon ())) |
![]() | NotifyAddInventory (inventory NewItem)) | |
![]() | bool | NotifyBump (Actor Other, Vector HitNormal)) |
![]() | bool | NotifyBump (Actor Other, Vector HitNormal)) Charging |
![]() | bool | NotifyBump (Actor Other, Vector HitNormal)) 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)) ScriptedMove |
![]() | bool | NotifyHitWall (vector HitNormal, actor Wall)) TacticalMove |
![]() | NotifyJumpApex ())) | |
![]() | NotifyJumpApex ())) TacticalMove | |
![]() | NotifyKilled (Controller Killer, Controller Killed, pawn KilledPawn)) | |
![]() | NotifyKilled (Controller Killer, Controller Killed, Pawn KilledPawn)) RangedAttack | |
![]() | bool | NotifyLanded (vector HitNormal, Actor FloorActor)) |
![]() | bool | NotifyLanded (vector HitNormal, Actor FloorActor)) WaitingForLanding |
![]() | NotifyMissedJump ())) | |
![]() | NotifyPhysicsVolumeChange (PhysicsVolume NewVolume)) | |
![]() | NotifyPostLanded ())) | |
![]() | NotifyTakeHit (Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum)) | |
![]() | NotifyTakeHit (Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum)) Charging | |
![]() | NotifyTakeHit (Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum)) Hunting | |
![]() | NotifyTakeHit (Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum)) StakeOut | |
![]() | OnAIFreeze (UTSeqAct_AIFreeze FreezeAction)) | |
![]() | OnAIFreeze (UTSeqAct_AIFreeze FreezeAction)) Frozen | |
![]() | OnAIFreeze (UTSeqAct_AIFreeze FreezeAction)) FrozenMovement | |
![]() | OnAIStartFireAt (UTSeqAct_AIStartFireAt FireAction)) | |
![]() | OnAIStopFire (UTSeqAct_AIStopFire FireAction)) | |
![]() | PawnDied (Pawn P)) | |
![]() | PerformCustomAction (delegate<CustomActionFunc> ActionFunc)) | |
![]() | PickDestination (bool bNoCharge)) FindAir | |
![]() | PickDestination ())) Hunting | |
![]() | PickDestination ())) TacticalMove | |
![]() | bool | PickRetreatDestination ())) |
![]() | PoppedState ())) Frozen | |
![]() | PoppedState ())) FrozenMovement | |
![]() | PoppedState ())) ScriptedMove | |
![]() | Possess (Pawn aPawn, bool bVehicleTransition)) | |
![]() | PostBeginPlay ())) | |
![]() | bool | PriorityObjective ())) |
![]() | bool | ProficientWithWeapon ())) |
![]() | PushedState ())) Frozen | |
![]() | PushedState ())) FrozenMovement | |
![]() | PushedState ())) ScriptedMove | |
![]() | float | RatePickup (Actor PickupHolder, class<Inventory> InvClass)) |
![]() | float | RateWeapon (Weapon w)) |
![]() | ReadyForLift ())) | |
![]() | ReceiveProjectileWarning (Projectile Proj)) | |
![]() | ReceiveRunOverWarning (UTVehicle V, float projSpeed, vector VehicleDir)) | |
![]() | ReceiveWarning (Pawn shooter, float projSpeed, vector FireDir)) | |
![]() | float | RelativeStrength (Pawn Other)) |
![]() | Reset ())) | |
![]() | ResetDoubleJump ())) | |
![]() | ResetSkill ())) | |
![]() | Restart (bool bVehicleTransition)) | |
![]() | Restart (bool bVehicleTransition )) Defending | |
![]() | SeePlayer (Pawn SeenPlayer)) | |
![]() | SeePlayer (Pawn SeenPlayer)) Frozen | |
![]() | SeePlayer (Pawn SeenPlayer)) Hunting | |
![]() | SeePlayer (Pawn SeenPlayer)) StakeOut | |
![]() | SendMessage (PlayerReplicationInfo Recipient, name MessageType, float Wait, optional class<DamageType> DamageType)) | |
![]() | SetAlertness (float NewAlertness)) | |
![]() | SetAttractionState ())) | |
![]() | SetAttractionState ())) Dead | |
![]() | SetAttractionState ())) RoundEnded | |
![]() | SetBotOrders (name NewOrders, Controller OrderGiver, bool bShouldAck)) | |
![]() | SetCombatTimer ())) | |
![]() | SetDoubleJump ())) | |
![]() | SetEnemyInfo (bool bNewEnemyVisible)) | |
![]() | SetEnemyReaction (int AlertnessLevel)) | |
![]() | SetFall ())) | |
![]() | SetFall ())) TacticalMove | |
![]() | SetMaxDesiredSpeed ())) | |
![]() | SetPeripheralVision ())) | |
![]() | SetRouteGoal ())) Defending | |
![]() | bool | SetRouteToGoal (Actor A)) |
![]() | bool | SetRouteToGoal (Actor A)) Dead |
![]() | SetTemporaryOrders (name NewOrders, Controller OrderGiver)) | |
![]() | SetupSpecialPathAbilities ())) | |
![]() | bool | ShouldDefendPosition ())) |
![]() | bool | ShouldFireAgain ())) |
![]() | bool | ShouldStrafeTo (Actor WayPoint)) |
![]() | SoakStop (optional string problem)) | |
![]() | SpawnedByKismet ())) | |
![]() | bool | SpecialJumpCost (float RequiredJumpZ, out float Cost) |
![]() | SpecialJumpTo (Actor DestinationActor, float RequiredJumpZ)) | |
![]() | Startle (Actor Feared)) | |
![]() | Startle (Actor Feared)) Startled | |
![]() | StartMonitoring (Pawn P, float MaxDist)) | |
![]() | bool | StartMoveToward (Actor O)) |
![]() | StopFiring ())) | |
![]() | StopFiring ())) RangedAttack | |
![]() | StopMovement ())) | |
![]() | bool | Stopped ())) |
![]() | bool | Stopped ())) RangedAttack |
![]() | bool | Stopped ())) StakeOut |
![]() | bool | StrafeFromDamage (float Damage, class<DamageType> DamageType, bool bFindDest) |
![]() | bool | StrafeFromDamage (float Damage, class<DamageType> DamageType, bool bFindDest)) Charging |
![]() | SuggestDefenseRotation ())) Defending | |
![]() | float | SuperDesireability (PickupFactory P)) |
![]() | bool | SuperPickupNotSpokenFor (UTPickupFactory P)) |
![]() | SwitchToBestWeapon (optional bool bForceNewWeapon)) RoundEnded | |
![]() | TimedDodgeToMoveTarget ())) | |
![]() | TimedFireWeaponAtEnemy ())) | |
![]() | TimedFireWeaponAtScriptedTarget ())) | |
![]() | TimeDJReset ())) | |
![]() | Timer ())) Charging | |
![]() | Timer ())) Dead | |
![]() | Timer ())) FindAir | |
![]() | Timer ())) FrozenMovement | |
![]() | Timer ())) Hunting | |
![]() | Timer ())) MoveToGoal | |
![]() | Timer ())) MoveToGoalWithEnemy | |
![]() | Timer ())) RangedAttack | |
![]() | Timer ())) StakeOut | |
![]() | Timer ())) TacticalMove | |
![]() | Timer ())) VehicleCharging | |
![]() | Timer ())) WaitingForLanding | |
![]() | TossFlagToPlayer (Controller OrderGiver)) | |
![]() | TranslocateTo (Actor DestinationActor)) | |
![]() | bool | TryDuckTowardsMoveTarget (vector Dir, vector Y)) |
![]() | TryLeavingVehicle ())) LeavingVehicle | |
![]() | bool | TryStrafe (vector sideDir)) Charging |
![]() | TryToDeploy ())) Defending | |
![]() | bool | TryToDuck (vector duckDir, bool bReversed)) |
![]() | bool | TryToDuck (vector duckDir, bool bReversed)) Charging |
![]() | bool | TryWallDodge (vector HitNormal, actor HitActor)) |
![]() | UnderLift (LiftCenter M)) | |
![]() | UseDeployable ())) | |
![]() | bool | ValidTranslocationTarget (Actor NewTranslocationTarget)) |
![]() | VehicleFightEnemy (bool bCanCharge, float EnemyStrength)) | |
![]() | WaitForMover (InterpActor M)) | |
![]() | bool | WaitToDeploy ())) |
![]() | WaitToSeeEnemy () | |
![]() | WanderOrCamp ())) | |
![]() | WanderOrCamp ())) Dead | |
![]() | WanderOrCamp ())) RoundEnded | |
![]() | WasKilledBy (Controller Other)) | |
![]() | bool | WeaponFireAgain (bool bFinishedFire)) |
![]() | bool | WeaponFireAgain (bool bFinishedFire)) StakeOut |
![]() | float | WeaponPreference (Weapon W)) |
![]() | WhatToDoNext ())) | |
![]() | WhatToDoNext ())) Dead | |
![]() | WhatToDoNext ())) FrozenMovement | |
![]() | WhatToDoNext ())) RoundEnded | |
![]() | YellAt (PlayerReplicationInfo Moron)) | |
| States Summary |
|---|
| Charging Source code |
|---|
|
state Charging extends MoveToGoalWithEnemy |
| EndState, EnemyNotVisible, MayFall, NotifyBump, NotifyTakeHit, StrafeFromDamage, Timer, TryStrafe, TryToDuck |
| CustomAction Source code |
|---|
state CustomAction /** state that calls a set delegate until it says its done, then triggers WhatToDoNext() */ |
| EndState |
| Dead Source code |
|---|
|
state Dead |
| BeginState, Celebrate, DelayedWarning, DoRangedAttackOn, EnemyChanged, SetAttractionState, SetRouteToGoal, Timer, WanderOrCamp, WhatToDoNext |
| Defending Source code |
|---|
state Defending /** Defending In the Defending state, the bot will take a position near the squad's FormationCenter(). */ |
| BeginState, ClearPathFor, EnableBumps, EndState, IsDefending, MonitoredPawnAlert, MoveAwayFrom, Restart, SetRouteGoal, SuggestDefenseRotation, TryToDeploy |
| EnteringVehicle Source code |
|---|
state EnteringVehicle /** used when bot wants to enter a vehicle */ |
| 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 |
| Frozen Source code |
|---|
state Frozen /** state where bot ignores all stimulus and just stands there (mainly for Kismet scripts) */ |
| OnAIFreeze, PoppedState, PushedState, SeePlayer |
| FrozenMovement Source code |
|---|
state FrozenMovement /** state that disables the bot's movement and objective selection, but allows them to target and fire upon any enemies in the area */ |
| OnAIFreeze, PoppedState, PushedState, Timer, WhatToDoNext |
| Hunting Source code |
|---|
|
state Hunting extends MoveToGoalWithEnemy |
| BeginState, EndState, FindViewSpot, IsHunting, MayFall, NotifyTakeHit, PickDestination, SeePlayer, Timer |
| InQueue Source code |
|---|
|
state InQueue extends RoundEnded |
| BeginState, EndState |
| LeavingVehicle Source code |
|---|
state LeavingVehicle /** used when bot is trying to leave its current vehicle */ |
| TryLeavingVehicle |
| MoveToGoal Source code |
|---|
|
state MoveToGoal |
| BeginState, CheckPathToGoalAround, EnableBumps, Timer |
| MoveToGoalNoEnemy Source code |
|---|
|
state MoveToGoalNoEnemy extends MoveToGoal |
| MoveToGoalWithEnemy Source code |
|---|
|
state MoveToGoalWithEnemy extends MoveToGoal |
| Timer |
| RangedAttack Source code |
|---|
|
state RangedAttack |
| BeginState, ClearPathFor, DoRangedAttackOn, EnemyNotVisible, FindStrafeDest, IsShootingObjective, NotifyKilled, StopFiring, Stopped, Timer |
| Retreating Source code |
|---|
|
state Retreating extends Fallback |
| BeginState, FaceActor, IsRetreating |
| Roaming Source code |
|---|
|
state Roaming extends MoveToGoal |
| MayFall |
| RoundEnded Source code |
|---|
|
state RoundEnded |
| BeginState, Celebrate, CelebrateVictory, DelayedWarning, EnemyChanged, SetAttractionState, SwitchToBestWeapon, WanderOrCamp, WhatToDoNext |
| ScriptedMove Source code |
|---|
|
state ScriptedMove |
| NotifyHitWall, PoppedState, PushedState |
| StakeOut Source code |
|---|
|
state StakeOut |
| BeginState, CanAttack, DoStakeOut, EnableBumps, EndState, FindNewStakeOutDir, GetAdjustedAimFor, NotifyTakeHit, SeePlayer, Stopped, Timer, WeaponFireAgain |
| Startled Source code |
|---|
|
state Startled |
| BeginState, Startle |
| TacticalMove Source code |
|---|
|
state TacticalMove |
| BeginState, ChangeStrafe, EnableBumps, EndState, EnemyNotVisible, EngageDirection, IsStrafing, NotifyHitWall, NotifyJumpApex, PickDestination, SetFall, Timer |
| VehicleCharging Source code |
|---|
|
state VehicleCharging extends MoveToGoalWithEnemy |
| EnemyNotVisible, FindDestination, Timer |
| WaitingForLanding Source code |
|---|
|
state WaitingForLanding |
| BeginState, DoWaitForLanding, NotifyLanded, Timer |
| Constants Detail |
|---|
| Variables Detail |
|---|
if true, when pathfinding to the same RouteGoal as the last time, use old RouteCache if it's still valid and all paths on it usable
How far back in time is bots model of enemy position based on
transient flag that indicates inventory search is for vehicle driver, not Pawn
if set bot ignores Squad recommendation of spots to look for enemy while hunting
Who the enemy was for the last LineOfSightTo() check
set when in ExecuteWhatToDoNext() so we can detect bugs where it calls WhatToDoNext() again and causes decision-making to happen every tick
set when bot is done waiting at gather point for more attackers
used with route reuse to force the next route finding attempt to do the full path search
Last time a warning about a shot being fired at my pawn was accepted.
Iterative aim correction in progress if set
triggers the bot to call DelayedLeaveVehicle() during its next tick - used in the 'non-blocking' case of LeaveVehicle()
transient flag for TimedFireWeaponAtEnemy() to indicate that the weapon firing code already reset the combat timer
script flags that cause various events to be called to override C++ functionality
set to true for bots created by Kismet scripts; prevents them from checking for too many bots or unbalanced teams
if set pass bRequestAlternateLoc = TRUE to GetTargetLocation() when determining FocalPoint from Focus
if true, this bot uses the SquadAI's PreviousObjectiveRouteCache instead (used when the route changes while bot is following it)
whether bot is currently using the squad alternate route - if false, FindPathToSquadRoute() just calls FindPathToward(Squad.RouteObjective)
Temp holder for sending constructed node messages
aim error value currently being used
Base value, modified by skill to set TrackingReactionTime
component that handles delayed calls ExecuteWhatToDoNext() to when triggered
how often aim error is updated when bot has a visible enemy
impact hammer properties
shooter of instant hit weapon we're trying to dodge (@see DelayedInstantWarning())
Temp holder for sending killed vehicle messages
Last time bot sent an action music event to a player
Last time weapon's CanAttack() was checked for firing again
last time aim error was updated
last target bot fired at
pct lead for last targeting check
Result of last enemy LineOfSightTo() check
last time bot tried to use hoverboard, so we don't get stuck if it fails to spawn for whatever reason
maximum jump Z velocity bot can attain using special abilities (jump boots, impact jumping, etc)
jump Z velocity bot can gain using multijumps (not counting first jump)
linked list of members of this squad
if RouteGoal == NoVehicleGoal, don't use a vehicle to get there
if not 255, bot always uses this fire mode
if set, bot always shoots at it (for Kismet scripts)
goal along squad's route, used when moving along alternate path via FindPathToSquadRoute()
temporarily look at this actor (for e.g. looking at shock ball for combos) - only used when looking at enemy
Normally the current enemy. Reset SavedPositions if this changes.
translocator properties
When last enemy LineOfSightTo() check was done
| Structures Detail |
|---|
Current velocity estimate (lagged) of tracked enemy
| Delegates Detail |
|---|
CustomActionFunc Source codefunction called during CustomAction state
@param B the bot performing the action
@return whether the action is complete
| Functions Detail |
|---|
AdjustAimError Source code
AdjustAround Source code
AllowDetourTo Source code
AlternateTranslocDest Source code
AssignSquadResponsibility Source code
BeginState Dead Source code
BeginState Defending Source code
BeginState FindAir Source code
BeginState Hunting Source code
BeginState InQueue Source code
BeginState MoveToGoal Source code
BeginState RangedAttack Source code
BeginState Retreating Source code
BeginState RoundEnded Source code
BeginState StakeOut Source code
BeginState Startled Source code
BeginState TacticalMove Source code
BeginState WaitingForLanding Source code
BuildSquadRoute Source code
CanAttack Source code
CanAttack StakeOut Source code
CanCombo Source code
CanComboMoving Source code
CanDoubleJump Source code
CanImpactJump Source code
CanMakePathTo Source code
CanStakeOut Source code
CanUseTranslocator Source code
Celebrate Source code
Celebrate Dead Source code
Celebrate RoundEnded Source code
CelebrateVictory RoundEnded 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 Defending Source code
ClearPathFor RangedAttack Source code
ClearShot Source code
ClearTemporaryOrders Source code
DamageAttitudeTo Source code
DefendMelee Source code
DelayedInstantWarning Source codecalled on a timer from ReceiveWarning() to dodge before the enemy's next instant hit shot
DelayedLeaveVehicle Source codecalled just before the AI's next tick if bNeedDelayedLeaveVehicle is true
DelayedWarning Source code
DelayedWarning Dead Source code
DelayedWarning RoundEnded Source code
Destroyed Source code
DisplayDebug Source code
DoCharge 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
EnableBumps Source codeEnableBumps() Timer - implemented in states where bot wants to receive bump notifications again
EnableBumps Defending Source code
EnableBumps MoveToGoal Source code
EnableBumps StakeOut Source code
EnableBumps TacticalMove Source code
EndState Charging Source code
EndState CustomAction Source code
EndState Defending Source code
EndState FindAir Source code
EndState Hunting Source code
EndState InQueue Source code
EndState StakeOut Source code
EndState TacticalMove Source code
EnemyChanged Source code
EnemyChanged Dead Source code
EnemyChanged Fallback Source code
EnemyChanged RoundEnded Source code
EnemyJustTeleported 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
EngageDirection Source code
EngageDirection TacticalMove Source code
EnterVehicle Source codetells the bot to enter the given vehicle will abort if the vehicle can't be entered (too far away or whatever) must be used during ExecuteWhatToDoNext() as entering vehicles during async work is not allowed
ExecuteWhatToDoNext Source codeentry point for AI decision making this gets executed during the physics tick so actions that could change the physics state (e.g. firing weapons) are not allowed
FaceActor Source code
FaceActor Retreating Source code
FaceMoveTarget Source code
FearThisSpot Source code
FightEnemy Source code
FindBestInventoryPath Source code
FindBestPathToward Source code
FindBestSuperPickup Source code
FindDestination VehicleCharging Source code
FindInventoryGoal Source code
FindNewStakeOutDir StakeOut Source code
FindPathToSquadRoute Source code
FindRoamDest Source code
FindStrafeDest RangedAttack Source codeif the bot is skilled enough, finds another navigation point that the bot can also shoot the target from and sets MoveTarget to it
@return whether a valid MoveTarget was found
FindSuperPickup Source code
FindViewSpot Source code
FindViewSpot Hunting Source code
FireWeaponAt Source code
FireWeaponAt Fallback Source code
FocusOnLeader Source code
ForceCelebrate Source code
ForceGiveWeapon Source code
FreePoint Source code
GetAdjustedAimFor Source code
GetAdjustedAimFor StakeOut Source code
GetDeployableVehicle Source codegets the deployable vehicle this bot is using, if any and only if the bot has deployment control over it
GetDesiredOffset Source code
GetDirectionHint Source code
GetEnemyName Source code
GetOrderObject Source code
GetOrders Source code
GetOutOfVehicle Source code
GetTranslocationDestination Source codereturns the location the bot should throw the translocator disc at to reach TranslocationTarget
HandlePathObstruction Source code
HasBarricadeDestroyingWeapon Source code
@return whether the bot has a weapon that can destroy barricades
HasSuperWeapon Source code
HasTimedPowerup Source code
@return whether bot has an inventory item with a timer on it
HearNoise Source code
ImpactJump Source codeperforms an impact jump; assumes the impact hammer is already equipped and ready to fire
Initialize Source code
IsDefending Source code
IsDefending Defending 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
LandingShake Source codeLandingShake() returns true if controller wants landing view shake
LatentWhatToDoNext Source codeencapsulates calling WhatToDoNext() and waiting for the tick-delayed decision making process to occur
LeaveVehicle Source codetells the bot to leave the vehicle as soon as possible must be used during ExecuteWhatToDoNext() as leaving vehicles during async work is not allowed
@param bBlocking - whether or not this action 'blocks' the AI decision logic (i.e. it needs to wait until the bot exits the vehicle to finish decisionmaking)
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
MissedDodge Source code
MonitoredPawnAlert Source code
MonitoredPawnAlert Defending Source code
MoveAwayFrom Source code
MoveAwayFrom Defending Source code
MoveToDefensePoint 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 ScriptedMove Source code
NotifyHitWall TacticalMove Source code
NotifyJumpApex Source code
NotifyJumpApex TacticalMove Source code
NotifyKilled Source code
NotifyKilled RangedAttack 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
OnAIFreeze Source code
OnAIFreeze Frozen Source code
OnAIFreeze FrozenMovement Source code
OnAIStartFireAt Source code
OnAIStopFire Source code
PawnDied Source code
PerformCustomAction Source codeperforms a custom action, calling the specified delegate each tick until it returns true, then triggers a new decision via WhatToDoNext()
PickDestination FindAir Source code
PickDestination Hunting Source code
PickDestination TacticalMove Source code
PickRetreatDestination Source code
PoppedState Frozen Source code
PoppedState FrozenMovement Source code
PoppedState ScriptedMove Source code
Possess Source code
PostBeginPlay Source code
PriorityObjective Source code
ProficientWithWeapon Source code
PushedState Frozen Source code
PushedState FrozenMovement Source code
PushedState ScriptedMove Source code
RatePickup Source code
RateWeapon Source code
ReadyForLift Source code
ReceiveProjectileWarning Source code
ReceiveRunOverWarning Source code
ReceiveWarning Source code
RelativeStrength Source code
Reset Source code
ResetDoubleJump Source code
ResetSkill Source code
Restart Source code
Restart Defending Source code
SeePlayer Source code
SeePlayer Frozen Source code
SeePlayer Hunting Source code
SeePlayer StakeOut Source code
SendMessage Source code
SetAlertness Source code
SetAttractionState Source code
SetAttractionState Dead Source code
SetAttractionState RoundEnded Source code
SetBotOrders Source code
SetCombatTimer Source code
SetDoubleJump Source code
SetEnemyInfo Source code
SetEnemyReaction Source code
SetFall Source code
SetFall TacticalMove Source code
SetMaxDesiredSpeed Source code
SetPeripheralVision Source code
SetRouteGoal Defending Source code
SetRouteToGoal Source code
SetRouteToGoal Dead Source code
SetTemporaryOrders Source code
SetupSpecialPathAbilities Source code
ShouldDefendPosition Source code
ShouldFireAgain Source code
ShouldStrafeTo Source code
SoakStop Source code
SpawnedByKismet Source code
SpecialJumpCost Source codeCalled when bScriptSpecialJumpCost is true and the bot is considering a path to DestinationActor that requires a jump with JumpZ greater than the bot's normal capability, but less than MaxSpecialJumpZ calculates any additional distance that should be applied to this path to take into account preparation, etc
@return true to override the cost with the value in the Cost out param, false to use the default natively-calculated cost
SpecialJumpTo Source codeCalled when the bot wants to take a path to DestinationActor that requires a jump with JumpZ greater than the bot's normal capability, but less than MaxSpecialJumpZ
Startle Source code
Startle Startled Source code
StartMonitoring Source code
StartMoveToward Source code
StopFiring Source code
StopFiring RangedAttack Source code
StopMovement Source codetells our pawn to stop moving
Stopped Source code
Stopped RangedAttack Source code
Stopped StakeOut Source code
StrafeFromDamage Source code
StrafeFromDamage Charging Source code
SuggestDefenseRotation Defending Source code
SuperDesireability Source code
SuperPickupNotSpokenFor Source code
SwitchToBestWeapon RoundEnded Source code
TimedDodgeToMoveTarget Source codeused on a timer when bot may consider a second dodge towards its MoveTarget to emulate double click delay
TimedFireWeaponAtEnemy Source code
TimedFireWeaponAtScriptedTarget Source code
TimeDJReset Source code
Timer Charging Source code
Timer Dead Source code
Timer FindAir Source code
Timer FrozenMovement Source code
Timer Hunting Source code
Timer MoveToGoal Source code
Timer MoveToGoalWithEnemy Source code
Timer RangedAttack Source code
Timer StakeOut Source code
Timer TacticalMove Source code
Timer VehicleCharging Source code
Timer WaitingForLanding Source code
TossFlagToPlayer Source codeTossFlagToPlayer() If a player is nearby, transfer the flag / orb to the nearest player Otherwise, just drop the flag / orb
TranslocateTo Source code
TryDuckTowardsMoveTarget Source codeconsiders attempting to dodge an enemy shot by dodging in the closest dodge direction to our MoveTarget
@return whether the bot attempted a dodge
TryLeavingVehicle LeavingVehicle Source codetries to exit the current vehicle
@return true if the bot is no longer in a vehicle, false otherwise
TryStrafe Charging Source code
TryToDeploy Defending Source codetry to deploy vehicle (if have one that can)
TryToDuck Source code
TryToDuck Charging Source code
TryWallDodge Source code
UnderLift Source code
UseDeployable Source codemakes bot deploy the deployable it's carrying
ValidTranslocationTarget Source code
VehicleFightEnemy Source code
WaitForMover Source code
WaitToDeploy Source codetry to deploy vehicle (if have one that can)
WaitToSeeEnemy Source code
WanderOrCamp Source code
WanderOrCamp Dead Source code
WanderOrCamp RoundEnded Source code
WasKilledBy Source code
WeaponFireAgain Source code
WeaponFireAgain StakeOut Source code
WeaponPreference Source code
WhatToDoNext Source codetriggers ExecuteWhatToDoNext() to occur during the next tick this is also where logic that is unsafe to do during the physics tick should be added @note: in state code, you probably want LatentWhatToDoNext() so the state is paused while waiting for ExecuteWhatToDoNext() to be called
WhatToDoNext Dead Source code
WhatToDoNext FrozenMovement Source code
WhatToDoNext RoundEnded Source code
YellAt Source code| Defaultproperties |
|---|
defaultproperties
{
bLeadTarget=True
bUsingSquadRoute=True
bAllowRouteReuse=True
AcquisitionYawRate=20000
LastTauntIndex=-1
Aggressiveness=0.400000
LastAttractCheck=-10000.000000
ForcedFlagDropTime=-1000.000000
BaseAggressiveness=0.400000
CombatStyle=0.200000
TranslocUse=1.000000
OldMessageTime=-100.000000
HearingThreshold=2800.000000
LastSearchTime=-10000.000000
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"
TrackingReactionTime=0.250000
BaseTrackingReactionTime=0.250000
LastIterativeCheck=1.000000
AimUpdateFrequency=0.200000
ErrorUpdateFrequency=0.450000
ScriptedFireMode=255
Begin Object Class=UTBotDecisionComponent Name=TheDecider ObjName=TheDecider Archetype=UTBotDecisionComponent'UTGame.Default__UTBotDecisionComponent'
Name="TheDecider"
ObjectArchetype=UTBotDecisionComponent'UTGame.Default__UTBotDecisionComponent'
End Object
DecisionComponent=TheDecider
bIsPlayer=True
Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__AIController:Sprite'
ObjectArchetype=SpriteComponent'Engine.Default__AIController:Sprite'
End Object
Components(0)=Sprite
Components(1)=TheDecider
Name="Default__UTBot"
ObjectArchetype=AIController'Engine.Default__AIController'
}
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