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UTGame.UTBot

Extends
AIController
Modifiers
native ( AI ) dependson ( UTCustomChar_Data )

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

Variables Summary
floatAccuracy
floatAcquireTime
intAcquisitionYawRate
floatAggression
floatAggressiveness
floatAimUpdateFrequency
boolbAllowedToImpactJump
boolbAllowedToTranslocate
boolbAllowRouteReuse
floatBaseAggressiveness
floatBaseAlertness
floatBaseTrackingReactionTime
boolbBetrayTeam
boolbCanFire
boolbChangeDir
boolbCheckDriverPickups
boolbDirectHunt
boolbEnemyAcquired
boolbEnemyInfoValid
boolbEnemyIsVisible
boolbExecutingWhatToDoNext
boolbFinalStretch
boolbFireSuccess
boolbForcedDirection
boolbForceNoDetours
boolbForceRefreshRoute
boolbForceTranslocateAbility
boolbFrustrated
boolbHasFired
boolbHasSuperWeapon
boolbHasTranslocator
boolbHuntPlayer
boolbIgnoreEnemyChange
boolbInDodgeMove
boolbInitLifeMessage
boolbJumpOverWall
boolbJustLanded
boolbLeadTarget
pawnBlockedAimTarget
NavigationPointBlockedPath
boolbMustCharge
boolbNeedDelayedLeaveVehicle
boolbPendingDoubleJump
boolbPlannedJump
boolbPursuingFlag
boolbReachedGatherPoint
boolbRecommendFastMove
boolbResetCombatTimer
boolbScriptedFrozen
boolbScriptSpecialJumpCost
boolbSendFlagMessage
boolbShortCamp
boolbSpawnedByKismet
boolbStoppedFiring
boolbStrafeDir
boolbTacticalDoubleJump
boolbTargetAlternateLoc
boolbTranslocatorHop
boolbUsePreviousSquadRoute
boolbUsingSquadRoute
boolbWasNearObjective
floatCampTime
floatCombatStyle
UTOnslaughtPowerNodeConstructedNode
floatCurrentAimError
PawnCurrentlyTrackedEnemy
UTBotDecisionComponentDecisionComponent
UTDefensePointDefensePoint
NavigationPointDefensivePosition
vectorDirectionHint
floatDodgeLandZ
floatDodgeToGoalPct
floatEnemyVisibilityTime
floatErrorUpdateFrequency
PawnFailedHuntEnemy
floatFailedHuntTime
class<Weapon>FavoriteWeapon
UTAvoidMarkerFearSpots[2]
floatForcedFlagDropTime
floatGatherTime
stringGoalString
floatHearingThreshold
vectorHidingSpot
floatImpactJumpZ
ActorImpactTarget
vectorImpactVelocity
PawnInstantWarningShooter
floatJumpiness
class<UTVehicle>KilledVehicleClass
floatLastActionMusicUpdate
floatLastAimUpdateTime
floatLastAttractCheck
VehicleLastBlockingVehicle
floatLastCanAttackCheckTime
floatLastErrorUpdateTime
floatLastFireAttempt
ActorLastFireTarget
floatLastInjuredVoiceMessageTime
floatLastIterativeCheck
vectorLastKillerPosition
vectorLastKnownPosition
floatLastRespawnTime
floatLastSearchTime
floatLastSearchWeight
vectorLastSeeingPos
vectorLastSeenPos
floatLastSeenTime
intLastTauntIndex
floatLastTryHoverboardTime
floatLastUnderFire
floatLastWarningTime
floatLoseEnemyCheckTime
floatMaxSpecialJumpZ
PawnMonitoredPawn
floatMonitorMaxDistSq
vectorMonitorStartLoc
floatMultiJumpZ
UTBotNextSquadMember
floatNextTranslocTime
ActorNoVehicleGoal
intNumRandomJumps
intOldMessageID
floatOldMessageTime
nameOldMessageType
ControllerOldOrderGiver
nameOldOrders
floatReactionTime
floatReTaskTime
floatRetreatStartTime
array<EnemyPosition>SavedPositions
byteScriptedFireMode
ActorScriptedTarget
stringSoakString
UTSquadAISquad
NavigationPointSquadRouteGoal
actorStartleActor
floatStartTacticalTime
floatStopStartTime
floatStrafingAbility
floatTactics
ActorTemporaryFocus
vectorTrackedVelocity
floatTrackingReactionTime
actorTranslocationTarget
floatTranslocFreq
floatTranslocUse
pawnVisibleEnemy
floatWarningDelay
ProjectileWarningProjectile
UTBot
nameOrderNames[16]
Inherited Variables from Engine.AIController
bAdjustFromWalls, bHunting, bReverseScriptedRoute, ScriptedFocus, ScriptedMoveTarget, ScriptedRoute, ScriptedRouteIndex, Skill
Inherited Variables from Engine.Controller
AdjustLoc, bAdjusting, bAdvancedTactics, bAffectedByHitEffects, bCanDoSpecial, bFire, bForceDesiredRotation, bForceStrafe, bGodMode, bIsPlayer, bLOSflag, bNotifyApex, bNotifyFallingHitWall, bNotifyPostLanded, bPreciseDestination, bPreparingMove, bSeeFriendly, bSlowerZAcquire, bSoaking, bUsePlayerHearing, bUsingPathLanes, CurrentPath, CurrentPathDir, Destination, Enemy, FailedMoveTarget, FailedReachLocation, FailedReachTime, FocalPoint, Focus, GoalList[4], GroundPitchTime, HighJumpNodeCostModifier, InUseNodeCostMultiplier, LaneOffset, LastFailedReach, LastRouteFind, MinHitWall, MoveFailureCount, MoveTarget, MoveTimer, NextController, NextRoutePath, OldBasedRotation, Pawn, PendingMover, PlayerNum, PlayerReplicationInfo, RespawnPredictionTime, RouteCache, RouteDist, RouteGoal, ShotTarget, SightCounter, SightCounterInterval, StartSpot, Target, ViewX, ViewY, ViewZ, VisiblePortals

Structures Summary
EnemyPosition
Position, Velocity, Time
Inherited Structures from Engine.Controller
VisiblePortalInfo

Delegates Summary
delegatebool CustomActionFunc (UTBot B))

Functions Summary
eventfloat AdjustAimError (float TargetDist, bool bInstantProj ))
functionbool AdjustAround (Pawn Other))
eventbool AllowDetourTo (NavigationPoint N))
functionActor AlternateTranslocDest ()))
functionbool AssignSquadResponsibility ()))
function BeginState (Name PreviousStateName))
Dead
function BeginState (Name PreviousStateName))
Defending
function BeginState (Name PreviousStateName))
FindAir
function BeginState (Name PreviousStateName))
Hunting
function BeginState (Name PreviousStateName))
InQueue
function BeginState (Name PreviousStateName))
MoveToGoal
function BeginState (Name PreviousStateName))
RangedAttack
function BeginState (Name PreviousStateName))
Retreating
function BeginState (Name PreviousStateName))
RoundEnded
function BeginState (Name PreviousStateName))
StakeOut
function BeginState (Name PreviousStateName))
Startled
function BeginState (Name PreviousStateName))
TacticalMove
function BeginState (Name PreviousStateName))
WaitingForLanding
function BuildSquadRoute ()
functionbool CanAttack (Actor Other))
functionbool CanAttack (Actor Other))
StakeOut
functionbool CanCombo ()))
functionbool CanComboMoving ()))
functionbool CanDoubleJump (Pawn Other))
functionbool CanImpactJump ()))
functionbool CanMakePathTo (Actor A)
functionbool CanStakeOut ()))
functionbool CanUseTranslocator ()))
function Celebrate ()))
function Celebrate ()))
Dead
function Celebrate ()))
RoundEnded
function CelebrateVictory ()))
RoundEnded
function ChangeStrafe ()
function ChangeStrafe ()))
TacticalMove
functionbool CheckFutureSight (float deltatime))
function CheckIfShouldCrouch (vector StartPosition, vector TargetPosition, float probability))
functionbool CheckPathToGoalAround (Pawn P))
functionbool CheckPathToGoalAround (Pawn P))
MoveToGoal
function ChooseAttackMode ()))
function ClearPathFor (Controller C))
function ClearPathFor (Controller C))
Defending
function ClearPathFor (Controller C))
RangedAttack
functionbool ClearShot (Vector TargetLoc, bool bImmediateFire))
function ClearTemporaryOrders ()))
function DamageAttitudeTo (Controller Other, float Damage))
functionbool DefendMelee (float Dist))
function DelayedInstantWarning ()))
event DelayedLeaveVehicle ()))
event DelayedWarning ()))
event DelayedWarning ()))
Dead
event DelayedWarning ()))
RoundEnded
function Destroyed ()))
function DisplayDebug (HUD HUD, out float YL, out float YPos))
function DoCharge ()))
function DoRangedAttackOn (Actor A))
function DoRangedAttackOn (Actor A))
Dead
function DoRangedAttackOn (Actor A))
RangedAttack
function DoRetreat ()))
function DoStakeOut ()))
function DoStakeOut ()))
StakeOut
function DoTacticalMove ()))
functionbool DoWaitForLanding ()))
functionbool DoWaitForLanding ()))
WaitingForLanding
function EnableBumps ()
function EnableBumps ()))
Defending
function EnableBumps ()))
MoveToGoal
function EnableBumps ()))
StakeOut
function EnableBumps ()))
TacticalMove
function EndState (Name NextStateName))
Charging
event EndState (name NextStateName))
CustomAction
function EndState (Name NextStateName))
Defending
function EndState (Name NextStateName))
FindAir
function EndState (Name NextStateName))
Hunting
function EndState (Name NextStateName))
InQueue
function EndState (Name NextStateName))
StakeOut
function EndState (Name NextStateName))
TacticalMove
function EnemyChanged (bool bNewEnemyVisible))
function EnemyChanged (bool bNewEnemyVisible))
Dead
function EnemyChanged (bool bNewEnemyVisible))
Fallback
function EnemyChanged (bool bNewEnemyVisible))
RoundEnded
function EnemyJustTeleported ()))
function EnemyNotVisible ()))
Charging
function EnemyNotVisible ()))
Fallback
function EnemyNotVisible ()))
FindAir
function EnemyNotVisible ()))
RangedAttack
function EnemyNotVisible ()))
TacticalMove
function EnemyNotVisible ()))
VehicleCharging
functionbool EngageDirection (vector StrafeDir, bool bForced))
functionbool EngageDirection (vector StrafeDir, bool bForced))
TacticalMove
function EnterVehicle (Vehicle V))
event ExecuteWhatToDoNext ()))
functionActor FaceActor (float StrafingModifier))
functionActor FaceActor (float StrafingModifier))
Retreating
functionActor FaceMoveTarget ()))
function FearThisSpot (UTAvoidMarker aSpot))
function FightEnemy (bool bCanCharge, float EnemyStrength))
functionactor FindBestInventoryPath (out float MinWeight)
functionbool FindBestPathToward (Actor A, bool bCheckedReach, bool bAllowDetour))
functionActor FindBestSuperPickup (float MaxDist)
function FindDestination ()))
VehicleCharging
functionbool FindInventoryGoal (float BestWeight))
function FindNewStakeOutDir ()))
StakeOut
functionactor FindPathToSquadRoute (optional bool bWeightDetours)
functionbool FindRoamDest ()))
functionbool FindStrafeDest ()))
RangedAttack
functionbool FindSuperPickup (float MaxDist))
functionbool FindViewSpot ()))
functionbool FindViewSpot ()))
Hunting
functionbool FireWeaponAt (Actor A))
functionbool FireWeaponAt (Actor A))
Fallback
functionbool FocusOnLeader (bool bLeaderFiring))
function ForceCelebrate ()))
function ForceGiveWeapon ()))
function FreePoint ()))
functionRotator GetAdjustedAimFor (Weapon InWeapon, vector projstart ))
functionRotator GetAdjustedAimFor (Weapon InWeapon, vector ProjStart ))
StakeOut
functionUTVehicle_Deployable GetDeployableVehicle ()))
functionfloat GetDesiredOffset ()))
functionvector GetDirectionHint ()))
functionstring GetEnemyName ()))
functionactor GetOrderObject ()))
functionname GetOrders ()))
function GetOutOfVehicle ()))
functionvector GetTranslocationDestination ()))
eventbool HandlePathObstruction (Actor BlockedBy))
functionbool HasBarricadeDestroyingWeapon ()))
functionweapon HasSuperWeapon ()))
functionbool HasTimedPowerup ()))
event HearNoise (float Loudness, Actor NoiseMaker, optional Name NoiseType ))
function ImpactJump ()))
function Initialize (float InSkill, const out CharacterInfo BotInfo))
functionbool IsDefending ()))
functionbool IsDefending ()))
Defending
functionbool IsHunting ()))
functionbool IsHunting ()))
Hunting
functionbool IsRetreating ()))
functionbool IsRetreating ()))
Fallback
functionbool IsRetreating ()))
Retreating
functionbool IsShootingObjective ()))
functionbool IsShootingObjective ()))
RangedAttack
functionbool IsSniping ()))
functionbool IsStrafing ()))
functionbool IsStrafing ()))
TacticalMove
functionbool LandingShake ()))
function LatentWhatToDoNext ()
function LeaveVehicle (bool bBlocking))
functionbool LoseEnemy ()))
functionbool LostContact (float MaxTime))
event MayDodgeToMoveTarget ()))
function MayFall ()))
Charging
function MayFall ()))
Fallback
function MayFall ()))
Hunting
function MayFall ()))
Roaming
event MissedDodge ()))
event MonitoredPawnAlert ()
event MonitoredPawnAlert ()))
Defending
function MoveAwayFrom (Controller C))
function MoveAwayFrom (Controller C))
Defending
function MoveToDefensePoint ()))
functionbool NeedWeapon ()))
function NotifyAddInventory (inventory NewItem))
eventbool NotifyBump (Actor Other, Vector HitNormal))
eventbool NotifyBump (Actor Other, Vector HitNormal))
Charging
eventbool NotifyBump (Actor Other, Vector HitNormal))
Fallback
event NotifyFallingHitWall (vector HitNormal, actor HitActor))
functionbool NotifyHeadVolumeChange (PhysicsVolume NewHeadVolume))
FindAir
eventbool NotifyHitWall (vector HitNormal, actor Wall))
functionbool NotifyHitWall (vector HitNormal, actor Wall))
FindAir
eventbool NotifyHitWall (vector HitNormal, Actor Wall))
ScriptedMove
functionbool NotifyHitWall (vector HitNormal, actor Wall))
TacticalMove
event NotifyJumpApex ()))
event NotifyJumpApex ()))
TacticalMove
function NotifyKilled (Controller Killer, Controller Killed, pawn KilledPawn))
function NotifyKilled (Controller Killer, Controller Killed, Pawn KilledPawn))
RangedAttack
eventbool NotifyLanded (vector HitNormal, Actor FloorActor))
eventbool NotifyLanded (vector HitNormal, Actor FloorActor))
WaitingForLanding
event NotifyMissedJump ()))
event NotifyPhysicsVolumeChange (PhysicsVolume NewVolume))
event NotifyPostLanded ()))
function NotifyTakeHit (Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum))
function NotifyTakeHit (Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum))
Charging
function NotifyTakeHit (Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum))
Hunting
function NotifyTakeHit (Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum))
StakeOut
function OnAIFreeze (UTSeqAct_AIFreeze FreezeAction))
function OnAIFreeze (UTSeqAct_AIFreeze FreezeAction))
Frozen
function OnAIFreeze (UTSeqAct_AIFreeze FreezeAction))
FrozenMovement
function OnAIStartFireAt (UTSeqAct_AIStartFireAt FireAction))
function OnAIStopFire (UTSeqAct_AIStopFire FireAction))
function PawnDied (Pawn P))
function PerformCustomAction (delegate<CustomActionFunc> ActionFunc))
function PickDestination (bool bNoCharge))
FindAir
function PickDestination ()))
Hunting
function PickDestination ()))
TacticalMove
functionbool PickRetreatDestination ()))
event PoppedState ()))
Frozen
event PoppedState ()))
FrozenMovement
event PoppedState ()))
ScriptedMove
function Possess (Pawn aPawn, bool bVehicleTransition))
function PostBeginPlay ()))
functionbool PriorityObjective ()))
functionbool ProficientWithWeapon ()))
event PushedState ()))
Frozen
event PushedState ()))
FrozenMovement
event PushedState ()))
ScriptedMove
eventfloat RatePickup (Actor PickupHolder, class<Inventory> InvClass))
functionfloat RateWeapon (Weapon w))
function ReadyForLift ()))
function ReceiveProjectileWarning (Projectile Proj))
event ReceiveRunOverWarning (UTVehicle V, float projSpeed, vector VehicleDir))
event ReceiveWarning (Pawn shooter, float projSpeed, vector FireDir))
functionfloat RelativeStrength (Pawn Other))
function Reset ()))
function ResetDoubleJump ()))
function ResetSkill ()))
function Restart (bool bVehicleTransition))
function Restart (bool bVehicleTransition ))
Defending
event SeePlayer (Pawn SeenPlayer))
event SeePlayer (Pawn SeenPlayer))
Frozen
function SeePlayer (Pawn SeenPlayer))
Hunting
event SeePlayer (Pawn SeenPlayer))
StakeOut
function SendMessage (PlayerReplicationInfo Recipient, name MessageType, float Wait, optional class<DamageType> DamageType))
function SetAlertness (float NewAlertness))
function SetAttractionState ()))
function SetAttractionState ()))
Dead
function SetAttractionState ()))
RoundEnded
function SetBotOrders (name NewOrders, Controller OrderGiver, bool bShouldAck))
function SetCombatTimer ()))
function SetDoubleJump ()))
function SetEnemyInfo (bool bNewEnemyVisible))
function SetEnemyReaction (int AlertnessLevel))
function SetFall ()))
function SetFall ()))
TacticalMove
function SetMaxDesiredSpeed ()))
function SetPeripheralVision ()))
function SetRouteGoal ()))
Defending
functionbool SetRouteToGoal (Actor A))
functionbool SetRouteToGoal (Actor A))
Dead
function SetTemporaryOrders (name NewOrders, Controller OrderGiver))
event SetupSpecialPathAbilities ()))
functionbool ShouldDefendPosition ()))
functionbool ShouldFireAgain ()))
functionbool ShouldStrafeTo (Actor WayPoint))
event SoakStop (optional string problem))
event SpawnedByKismet ()))
eventbool SpecialJumpCost (float RequiredJumpZ, out float Cost)
event SpecialJumpTo (Actor DestinationActor, float RequiredJumpZ))
function Startle (Actor Feared))
function Startle (Actor Feared))
Startled
function StartMonitoring (Pawn P, float MaxDist))
functionbool StartMoveToward (Actor O))
function StopFiring ()))
function StopFiring ()))
RangedAttack
function StopMovement ()))
functionbool Stopped ()))
functionbool Stopped ()))
RangedAttack
functionbool Stopped ()))
StakeOut
functionbool StrafeFromDamage (float Damage, class<DamageType> DamageType, bool bFindDest)
functionbool StrafeFromDamage (float Damage, class<DamageType> DamageType, bool bFindDest))
Charging
function SuggestDefenseRotation ()))
Defending
eventfloat SuperDesireability (PickupFactory P))
functionbool SuperPickupNotSpokenFor (UTPickupFactory P))
function SwitchToBestWeapon (optional bool bForceNewWeapon))
RoundEnded
function TimedDodgeToMoveTarget ()))
function TimedFireWeaponAtEnemy ()))
function TimedFireWeaponAtScriptedTarget ()))
event TimeDJReset ()))
function Timer ()))
Charging
function Timer ()))
Dead
function Timer ()))
FindAir
function Timer ()))
FrozenMovement
function Timer ()))
Hunting
function Timer ()))
MoveToGoal
function Timer ()))
MoveToGoalWithEnemy
function Timer ()))
RangedAttack
function Timer ()))
StakeOut
function Timer ()))
TacticalMove
function Timer ()))
VehicleCharging
function Timer ()))
WaitingForLanding
function TossFlagToPlayer (Controller OrderGiver))
event TranslocateTo (Actor DestinationActor))
functionbool TryDuckTowardsMoveTarget (vector Dir, vector Y))
function TryLeavingVehicle ()))
LeavingVehicle
functionbool TryStrafe (vector sideDir))
Charging
function TryToDeploy ()))
Defending
functionbool TryToDuck (vector duckDir, bool bReversed))
functionbool TryToDuck (vector duckDir, bool bReversed))
Charging
functionbool TryWallDodge (vector HitNormal, actor HitActor))
function UnderLift (LiftCenter M))
function UseDeployable ()))
functionbool ValidTranslocationTarget (Actor NewTranslocationTarget))
function VehicleFightEnemy (bool bCanCharge, float EnemyStrength))
function WaitForMover (InterpActor M))
functionbool WaitToDeploy ()))
function WaitToSeeEnemy ()
function WanderOrCamp ()))
function WanderOrCamp ()))
Dead
function WanderOrCamp ()))
RoundEnded
function WasKilledBy (Controller Other))
functionbool WeaponFireAgain (bool bFinishedFire))
functionbool WeaponFireAgain (bool bFinishedFire))
StakeOut
functionfloat WeaponPreference (Weapon W))
event WhatToDoNext ()))
function WhatToDoNext ()))
Dead
function WhatToDoNext ()))
FrozenMovement
function WhatToDoNext ()))
RoundEnded
function YellAt (PlayerReplicationInfo Moron))
Inherited Functions from Engine.AIController
DisplayDebug, GetOrderObject, GetOrders, GetPlayerViewPoint, NotifyWeaponFinishedFiring, NotifyWeaponFired, OnAIMoveToActor, PoppedState, PreBeginPlay, PriorityObjective, PushedState, Reset, SetOrders, SetTeam, ShouldAutoReload, ShouldRefire
Inherited Functions from Engine.Controller
ActorReachable, AllowDetourTo, BeginState, BeyondFogDistance, CanSee, CanSeeByPoints, CheckNearMiss, CleanupPRI, ClientSetLocation, ClientSetRotation, ClientSetWeapon, ClientSwitchToBestWeapon, CurrentLevelUnloaded, Destroyed, DisplayDebug, EndClimbLadder, EnemyJustTeleported, EnemyNotVisible, FindPathTo, FindPathToIntercept, FindPathToward, FindPathTowardNearest, FindRandomDest, FinishRotation, FireWeaponAt, GameHasEnded, GamePlayEndedState, GetActorEyesViewPoint, GetAdjustedAimFor, GetHumanReadableName, GetKillerController, GetPlayerViewPoint, GetRouteGoalAfter, GetTeamNum, HandlePathObstruction, HandlePickup, HearNoise, InitPlayerReplicationInfo, InLatentExecution, InstantWarnTarget, IsAimingAt, IsDead, IsInCombat, IsLocalPlayerController, IsSpectating, LandingShake, LineOfSightTo, LongFall, MayFall, MoverFinished, MoveTo, MoveToward, MoveUnreachable, NotifyAddInventory, NotifyBump, NotifyChangedWeapon, NotifyCoverAdjusted, NotifyCoverClaimViolation, NotifyCoverDisabled, NotifyFallingHitWall, NotifyHeadVolumeChange, NotifyHitWall, NotifyJumpApex, NotifyKilled, NotifyLanded, NotifyMissedJump, NotifyPhysicsVolumeChange, NotifyPostLanded, NotifyProjLanded, NotifyTakeHit, OnCauseDamage, OnMakeNoise, OnPossess, OnTeleport, OnToggleAffectedByHitEffects, OnToggleGodMode, OnToggleHidden, PawnDied, PickTarget, PickWallAdjust, PointReachable, Possess, PostBeginPlay, RatePickup, ReadyForLift, ReceiveProjectileWarning, ReceiveWarning, ReplicatedEvent, Reset, Restart, RoundHasEnded, RouteCache_AddItem, RouteCache_Empty, RouteCache_InsertItem, RouteCache_RemoveIndex, RouteCache_RemoveItem, SeeMonster, SeePlayer, SendMessage, ServerGivePawn, ServerRestartPlayer, SetCharacter, SetupSpecialPathAbilities, StopFiring, StopLatentExecution, SwitchToBestWeapon, UnderLift, UnPossess, UpdateSex, WaitForLanding, WaitForMover, WarnProjExplode

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

AngleConvert Source code

const AngleConvert = 0.0000958738;

ENEMYLOCATIONFUZZ Source code

const ENEMYLOCATIONFUZZ = 1200;

MAXSTAKEOUTDIST Source code

const MAXSTAKEOUTDIST = 2000;

MINSTRAFEDIST Source code

const MINSTRAFEDIST = 200;

MINVIEWDIST Source code

const MINVIEWDIST = 200;

TACTICALHEIGHTADVANTAGE Source code

const TACTICALHEIGHTADVANTAGE = 320;


Variables Detail

Accuracy Source code

var float Accuracy;

AcquireTime Source code

var float AcquireTime;

AcquisitionYawRate Source code

var int AcquisitionYawRate;

Aggression Source code

var float Aggression;

Aggressiveness Source code

var float Aggressiveness;

AimUpdateFrequency Source code

var float AimUpdateFrequency;

bAllowedToImpactJump Source code

var bool bAllowedToImpactJump;

bAllowedToTranslocate Source code

var bool bAllowedToTranslocate;

bAllowRouteReuse Source code

var bool bAllowRouteReuse;
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

BaseAggressiveness Source code

var float BaseAggressiveness;

BaseAlertness Source code

var float BaseAlertness;

BaseTrackingReactionTime Source code

var float BaseTrackingReactionTime;
How far back in time is bots model of enemy position based on

bBetrayTeam Source code

var bool bBetrayTeam;

bCanFire Source code

var bool bCanFire;

bChangeDir Source code

var bool bChangeDir;

bCheckDriverPickups Source code

var transient bool bCheckDriverPickups;
transient flag that indicates inventory search is for vehicle driver, not Pawn

bDirectHunt Source code

var bool bDirectHunt;
if set bot ignores Squad recommendation of spots to look for enemy while hunting

bEnemyAcquired Source code

var bool bEnemyAcquired;

bEnemyInfoValid Source code

var bool bEnemyInfoValid;

bEnemyIsVisible Source code

var bool bEnemyIsVisible;
Who the enemy was for the last LineOfSightTo() check

bExecutingWhatToDoNext Source code

var bool bExecutingWhatToDoNext;
set when in ExecuteWhatToDoNext() so we can detect bugs where it calls WhatToDoNext() again and causes decision-making to happen every tick

bFinalStretch Source code

var bool bFinalStretch;
set when bot is done waiting at gather point for more attackers

bFireSuccess Source code

var bool bFireSuccess;

bForcedDirection Source code

var bool bForcedDirection;

bForceNoDetours Source code

var bool bForceNoDetours;

bForceRefreshRoute Source code

var bool bForceRefreshRoute;
used with route reuse to force the next route finding attempt to do the full path search

bForceTranslocateAbility Source code

var bool bForceTranslocateAbility;

bFrustrated Source code

var bool bFrustrated;

bHasFired Source code

var bool bHasFired;

bHasSuperWeapon Source code

var bool bHasSuperWeapon;

bHasTranslocator Source code

var bool bHasTranslocator;

bHuntPlayer Source code

var bool bHuntPlayer;
Last time a warning about a shot being fired at my pawn was accepted.

bIgnoreEnemyChange Source code

var bool bIgnoreEnemyChange;

bInDodgeMove Source code

var bool bInDodgeMove;

bInitLifeMessage Source code

var bool bInitLifeMessage;

bJumpOverWall Source code

var bool bJumpOverWall;

bJustLanded Source code

var bool bJustLanded;

bLeadTarget Source code

var bool bLeadTarget;

BlockedAimTarget Source code

var pawn BlockedAimTarget;
Iterative aim correction in progress if set

BlockedPath Source code

var NavigationPoint BlockedPath;

bMustCharge Source code

var bool bMustCharge;

bNeedDelayedLeaveVehicle Source code

var bool bNeedDelayedLeaveVehicle;
triggers the bot to call DelayedLeaveVehicle() during its next tick - used in the 'non-blocking' case of LeaveVehicle()

bPendingDoubleJump Source code

var bool bPendingDoubleJump;

bPlannedJump Source code

var bool bPlannedJump;

bPursuingFlag Source code

var bool bPursuingFlag;

bReachedGatherPoint Source code

var bool bReachedGatherPoint;

bRecommendFastMove Source code

var bool bRecommendFastMove;

bResetCombatTimer Source code

var transient bool bResetCombatTimer;
transient flag for TimedFireWeaponAtEnemy() to indicate that the weapon firing code already reset the combat timer

bScriptedFrozen Source code

var bool bScriptedFrozen;

bScriptSpecialJumpCost Source code

var bool bScriptSpecialJumpCost;
script flags that cause various events to be called to override C++ functionality

bSendFlagMessage Source code

var bool bSendFlagMessage;

bShortCamp Source code

var bool bShortCamp;

bSpawnedByKismet Source code

var bool bSpawnedByKismet;
set to true for bots created by Kismet scripts; prevents them from checking for too many bots or unbalanced teams

bStoppedFiring Source code

var bool bStoppedFiring;

bStrafeDir Source code

var bool bStrafeDir;

bTacticalDoubleJump Source code

var bool bTacticalDoubleJump;

bTargetAlternateLoc Source code

var bool bTargetAlternateLoc;
if set pass bRequestAlternateLoc = TRUE to GetTargetLocation() when determining FocalPoint from Focus

bTranslocatorHop Source code

var bool bTranslocatorHop;

bUsePreviousSquadRoute Source code

var bool bUsePreviousSquadRoute;
if true, this bot uses the SquadAI's PreviousObjectiveRouteCache instead (used when the route changes while bot is following it)

bUsingSquadRoute Source code

var bool bUsingSquadRoute;
whether bot is currently using the squad alternate route - if false, FindPathToSquadRoute() just calls FindPathToward(Squad.RouteObjective)

bWasNearObjective Source code

var bool bWasNearObjective;

CampTime Source code

var float CampTime;

CombatStyle Source code

var float CombatStyle;

ConstructedNode Source code

var UTOnslaughtPowerNode ConstructedNode;
Temp holder for sending constructed node messages

CurrentAimError Source code

var float CurrentAimError;
aim error value currently being used

CurrentlyTrackedEnemy Source code

var Pawn CurrentlyTrackedEnemy;
Base value, modified by skill to set TrackingReactionTime

DecisionComponent Source code

var UTBotDecisionComponent DecisionComponent;
component that handles delayed calls ExecuteWhatToDoNext() to when triggered

DefensePoint Source code

var UTDefensePoint DefensePoint;

DefensivePosition Source code

var NavigationPoint DefensivePosition;

DirectionHint Source code

var vector DirectionHint;

DodgeLandZ Source code

var float DodgeLandZ;

DodgeToGoalPct Source code

var float DodgeToGoalPct;

EnemyVisibilityTime Source code

var float EnemyVisibilityTime;

ErrorUpdateFrequency Source code

var float ErrorUpdateFrequency;
how often aim error is updated when bot has a visible enemy

FailedHuntEnemy Source code

var Pawn FailedHuntEnemy;

FailedHuntTime Source code

var float FailedHuntTime;

FavoriteWeapon Source code

var class<Weapon> FavoriteWeapon;

FearSpots[2] Source code

var UTAvoidMarker FearSpots[2];

ForcedFlagDropTime Source code

var float ForcedFlagDropTime;

GatherTime Source code

var float GatherTime;

GoalString Source code

var string GoalString;

HearingThreshold Source code

var float HearingThreshold;

HidingSpot Source code

var vector HidingSpot;

ImpactJumpZ Source code

var float ImpactJumpZ;

ImpactTarget Source code

var Actor ImpactTarget;
impact hammer properties

ImpactVelocity Source code

var vector ImpactVelocity;

InstantWarningShooter Source code

var Pawn InstantWarningShooter;
shooter of instant hit weapon we're trying to dodge (@see DelayedInstantWarning())

Jumpiness Source code

var float Jumpiness;

KilledVehicleClass Source code

var class<UTVehicle> KilledVehicleClass;
Temp holder for sending killed vehicle messages

LastActionMusicUpdate Source code

var float LastActionMusicUpdate;
Last time bot sent an action music event to a player

LastAimUpdateTime Source code

var float LastAimUpdateTime;

LastAttractCheck Source code

var float LastAttractCheck;

LastBlockingVehicle Source code

var Vehicle LastBlockingVehicle;

LastCanAttackCheckTime Source code

var float LastCanAttackCheckTime;
Last time weapon's CanAttack() was checked for firing again

LastErrorUpdateTime Source code

var float LastErrorUpdateTime;
last time aim error was updated

LastFireAttempt Source code

var float LastFireAttempt;

LastFireTarget Source code

var Actor LastFireTarget;
last target bot fired at

LastInjuredVoiceMessageTime Source code

var float LastInjuredVoiceMessageTime;

LastIterativeCheck Source code

var float LastIterativeCheck;
pct lead for last targeting check

LastKillerPosition Source code

var vector LastKillerPosition;

LastKnownPosition Source code

var vector LastKnownPosition;

LastRespawnTime Source code

var float LastRespawnTime;

LastSearchTime Source code

var float LastSearchTime;
Result of last enemy LineOfSightTo() check

LastSearchWeight Source code

var float LastSearchWeight;

LastSeeingPos Source code

var vector LastSeeingPos;

LastSeenPos Source code

var vector LastSeenPos;

LastSeenTime Source code

var float LastSeenTime;

LastTauntIndex Source code

var int LastTauntIndex;

LastTryHoverboardTime Source code

var float LastTryHoverboardTime;
last time bot tried to use hoverboard, so we don't get stuck if it fails to spawn for whatever reason

LastUnderFire Source code

var float LastUnderFire;

LastWarningTime Source code

var float LastWarningTime;

LoseEnemyCheckTime Source code

var float LoseEnemyCheckTime;

MaxSpecialJumpZ Source code

var float MaxSpecialJumpZ;
maximum jump Z velocity bot can attain using special abilities (jump boots, impact jumping, etc)

MonitoredPawn Source code

var Pawn MonitoredPawn;

MonitorMaxDistSq Source code

var float MonitorMaxDistSq;

MonitorStartLoc Source code

var vector MonitorStartLoc;

MultiJumpZ Source code

var float MultiJumpZ;
jump Z velocity bot can gain using multijumps (not counting first jump)

NextSquadMember Source code

var UTBot NextSquadMember;
linked list of members of this squad

NextTranslocTime Source code

var float NextTranslocTime;

NoVehicleGoal Source code

var Actor NoVehicleGoal;
if RouteGoal == NoVehicleGoal, don't use a vehicle to get there

NumRandomJumps Source code

var int NumRandomJumps;

OldMessageID Source code

var int OldMessageID;

OldMessageTime Source code

var float OldMessageTime;

OldMessageType Source code

var name OldMessageType;

OldOrderGiver Source code

var Controller OldOrderGiver;

OldOrders Source code

var name OldOrders;

ReactionTime Source code

var float ReactionTime;

ReTaskTime Source code

var float ReTaskTime;

RetreatStartTime Source code

var float RetreatStartTime;

SavedPositions Source code

var array<EnemyPosition> SavedPositions;

ScriptedFireMode Source code

var byte ScriptedFireMode;
if not 255, bot always uses this fire mode

ScriptedTarget Source code

var Actor ScriptedTarget;
if set, bot always shoots at it (for Kismet scripts)

SoakString Source code

var string SoakString;

Squad Source code

var UTSquadAI Squad;

SquadRouteGoal Source code

var NavigationPoint SquadRouteGoal;
goal along squad's route, used when moving along alternate path via FindPathToSquadRoute()

StartleActor Source code

var actor StartleActor;

StartTacticalTime Source code

var float StartTacticalTime;

StopStartTime Source code

var float StopStartTime;

StrafingAbility Source code

var float StrafingAbility;

Tactics Source code

var float Tactics;

TemporaryFocus Source code

var Actor TemporaryFocus;
temporarily look at this actor (for e.g. looking at shock ball for combos) - only used when looking at enemy

TrackedVelocity Source code

var vector TrackedVelocity;
Normally the current enemy. Reset SavedPositions if this changes.

TrackingReactionTime Source code

var float TrackingReactionTime;

TranslocationTarget Source code

var actor TranslocationTarget;
translocator properties

TranslocFreq Source code

var float TranslocFreq;

TranslocUse Source code

var float TranslocUse;

VisibleEnemy Source code

var pawn VisibleEnemy;
When last enemy LineOfSightTo() check was done

WarningDelay Source code

var float WarningDelay;

WarningProjectile Source code

var Projectile WarningProjectile;

UTBot

OrderNames[16] Source code

var(UTBot) name OrderNames[16];


Structures Detail

EnemyPosition Source code

struct EnemyPosition
{
var vector Position;
var float Time;
var vector Velocity;
};
Current velocity estimate (lagged) of tracked enemy


Delegates Detail

CustomActionFunc Source code

delegate bool CustomActionFunc ( UTBot B) )
function called during CustomAction state
@param B the bot performing the action
@return whether the action is complete


Functions Detail

AdjustAimError Source code

event float AdjustAimError ( float TargetDist, bool bInstantProj ) )

AdjustAround Source code

function bool AdjustAround ( Pawn Other) )

AllowDetourTo Source code

event bool AllowDetourTo ( NavigationPoint N) )

AlternateTranslocDest Source code

function Actor AlternateTranslocDest ( ) )

AssignSquadResponsibility Source code

function bool AssignSquadResponsibility ( ) )

BeginState Dead Source code

function BeginState ( Name PreviousStateName) )

BeginState Defending Source code

function BeginState ( Name PreviousStateName) )

BeginState FindAir Source code

function BeginState ( Name PreviousStateName) )

BeginState Hunting Source code

function BeginState ( Name PreviousStateName) )

BeginState InQueue Source code

function BeginState ( Name PreviousStateName) )

BeginState MoveToGoal Source code

function BeginState ( Name PreviousStateName) )

BeginState RangedAttack Source code

function BeginState ( Name PreviousStateName) )

BeginState Retreating Source code

function BeginState ( Name PreviousStateName) )

BeginState RoundEnded Source code

function BeginState ( Name PreviousStateName) )

BeginState StakeOut Source code

function BeginState ( Name PreviousStateName) )

BeginState Startled Source code

function BeginState ( Name PreviousStateName) )

BeginState TacticalMove Source code

function BeginState ( Name PreviousStateName) )

BeginState WaitingForLanding Source code

function BeginState ( Name PreviousStateName) )

BuildSquadRoute Source code

native final function BuildSquadRoute ( )

CanAttack Source code

function bool CanAttack ( Actor Other) )

CanAttack StakeOut Source code

function bool CanAttack ( Actor Other) )

CanCombo Source code

function bool CanCombo ( ) )

CanComboMoving Source code

function bool CanComboMoving ( ) )

CanDoubleJump Source code

function bool CanDoubleJump ( Pawn Other) )

CanImpactJump Source code

function bool CanImpactJump ( ) )

CanMakePathTo Source code

native final function bool CanMakePathTo ( Actor A )

CanStakeOut Source code

function bool CanStakeOut ( ) )

CanUseTranslocator Source code

function bool CanUseTranslocator ( ) )

Celebrate Source code

function Celebrate ( ) )

Celebrate Dead Source code

function Celebrate ( ) )

Celebrate RoundEnded Source code

function Celebrate ( ) )

CelebrateVictory RoundEnded Source code

function CelebrateVictory ( ) )

ChangeStrafe Source code

function ChangeStrafe ( )

ChangeStrafe TacticalMove Source code

function ChangeStrafe ( ) )

CheckFutureSight Source code

function bool CheckFutureSight ( float deltatime) )

CheckIfShouldCrouch Source code

function CheckIfShouldCrouch ( vector StartPosition, vector TargetPosition, float probability) )

CheckPathToGoalAround Source code

function bool CheckPathToGoalAround ( Pawn P) )

CheckPathToGoalAround MoveToGoal Source code

function bool CheckPathToGoalAround ( Pawn P) )

ChooseAttackMode Source code

function ChooseAttackMode ( ) )

ClearPathFor Source code

function ClearPathFor ( Controller C) )

ClearPathFor Defending Source code

function ClearPathFor ( Controller C) )

ClearPathFor RangedAttack Source code

function ClearPathFor ( Controller C) )

ClearShot Source code

function bool ClearShot ( Vector TargetLoc, bool bImmediateFire) )

ClearTemporaryOrders Source code

function ClearTemporaryOrders ( ) )

DamageAttitudeTo Source code

function DamageAttitudeTo ( Controller Other, float Damage) )

DefendMelee Source code

function bool DefendMelee ( float Dist) )

DelayedInstantWarning Source code

function DelayedInstantWarning ( ) )
called on a timer from ReceiveWarning() to dodge before the enemy's next instant hit shot

DelayedLeaveVehicle Source code

event DelayedLeaveVehicle ( ) )
called just before the AI's next tick if bNeedDelayedLeaveVehicle is true

DelayedWarning Source code

event DelayedWarning ( ) )

DelayedWarning Dead Source code

event DelayedWarning ( ) )

DelayedWarning RoundEnded Source code

event DelayedWarning ( ) )

Destroyed Source code

function Destroyed ( ) )

DisplayDebug Source code

simulated function DisplayDebug ( HUD HUD, out float YL, out float YPos) )

DoCharge Source code

function DoCharge ( ) )

DoRangedAttackOn Source code

function DoRangedAttackOn ( Actor A) )

DoRangedAttackOn Dead Source code

function DoRangedAttackOn ( Actor A) )

DoRangedAttackOn RangedAttack Source code

function DoRangedAttackOn ( Actor A) )

DoRetreat Source code

function DoRetreat ( ) )

DoStakeOut Source code

function DoStakeOut ( ) )

DoStakeOut StakeOut Source code

function DoStakeOut ( ) )

DoTacticalMove Source code

function DoTacticalMove ( ) )

DoWaitForLanding Source code

function bool DoWaitForLanding ( ) )

DoWaitForLanding WaitingForLanding Source code

function bool DoWaitForLanding ( ) )

EnableBumps Source code

function EnableBumps ( )
EnableBumps() Timer - implemented in states where bot wants to receive bump notifications again

EnableBumps Defending Source code

function EnableBumps ( ) )

EnableBumps MoveToGoal Source code

function EnableBumps ( ) )

EnableBumps StakeOut Source code

function EnableBumps ( ) )

EnableBumps TacticalMove Source code

function EnableBumps ( ) )

EndState Charging Source code

function EndState ( Name NextStateName) )

EndState CustomAction Source code

event EndState ( name NextStateName) )

EndState Defending Source code

function EndState ( Name NextStateName) )

EndState FindAir Source code

function EndState ( Name NextStateName) )

EndState Hunting Source code

function EndState ( Name NextStateName) )

EndState InQueue Source code

function EndState ( Name NextStateName) )

EndState StakeOut Source code

function EndState ( Name NextStateName) )

EndState TacticalMove Source code

function EndState ( Name NextStateName) )

EnemyChanged Source code

function EnemyChanged ( bool bNewEnemyVisible) )

EnemyChanged Dead Source code

function EnemyChanged ( bool bNewEnemyVisible) )

EnemyChanged Fallback Source code

function EnemyChanged ( bool bNewEnemyVisible) )

EnemyChanged RoundEnded Source code

function EnemyChanged ( bool bNewEnemyVisible) )

EnemyJustTeleported Source code

function EnemyJustTeleported ( ) )

EnemyNotVisible Charging Source code

function EnemyNotVisible ( ) )

EnemyNotVisible Fallback Source code

function EnemyNotVisible ( ) )

EnemyNotVisible FindAir Source code

function EnemyNotVisible ( ) )

EnemyNotVisible RangedAttack Source code

function EnemyNotVisible ( ) )

EnemyNotVisible TacticalMove Source code

function EnemyNotVisible ( ) )

EnemyNotVisible VehicleCharging Source code

function EnemyNotVisible ( ) )

EngageDirection Source code

function bool EngageDirection ( vector StrafeDir, bool bForced) )

EngageDirection TacticalMove Source code

function bool EngageDirection ( vector StrafeDir, bool bForced) )

EnterVehicle Source code

function EnterVehicle ( Vehicle V) )
tells 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 code

protected event ExecuteWhatToDoNext ( ) )
entry 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

function Actor FaceActor ( float StrafingModifier) )

FaceActor Retreating Source code

function Actor FaceActor ( float StrafingModifier) )

FaceMoveTarget Source code

function Actor FaceMoveTarget ( ) )

FearThisSpot Source code

function FearThisSpot ( UTAvoidMarker aSpot) )

FightEnemy Source code

function FightEnemy ( bool bCanCharge, float EnemyStrength) )

FindBestInventoryPath Source code

native final function actor FindBestInventoryPath ( out float MinWeight )

FindBestPathToward Source code

function bool FindBestPathToward ( Actor A, bool bCheckedReach, bool bAllowDetour) )

FindBestSuperPickup Source code

native function Actor FindBestSuperPickup ( float MaxDist )

FindDestination VehicleCharging Source code

function FindDestination ( ) )

FindInventoryGoal Source code

function bool FindInventoryGoal ( float BestWeight) )

FindNewStakeOutDir StakeOut Source code

function FindNewStakeOutDir ( ) )

FindPathToSquadRoute Source code

native final function actor FindPathToSquadRoute ( optional bool bWeightDetours )

FindRoamDest Source code

function bool FindRoamDest ( ) )

FindStrafeDest RangedAttack Source code

function bool FindStrafeDest ( ) )
if 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

function bool FindSuperPickup ( float MaxDist) )

FindViewSpot Source code

function bool FindViewSpot ( ) )

FindViewSpot Hunting Source code

function bool FindViewSpot ( ) )

FireWeaponAt Source code

function bool FireWeaponAt ( Actor A) )

FireWeaponAt Fallback Source code

function bool FireWeaponAt ( Actor A) )

FocusOnLeader Source code

function bool FocusOnLeader ( bool bLeaderFiring) )

ForceCelebrate Source code

function ForceCelebrate ( ) )

ForceGiveWeapon Source code

function ForceGiveWeapon ( ) )

FreePoint Source code

function FreePoint ( ) )

GetAdjustedAimFor Source code

function Rotator GetAdjustedAimFor ( Weapon InWeapon, vector projstart ) )

GetAdjustedAimFor StakeOut Source code

function Rotator GetAdjustedAimFor ( Weapon InWeapon, vector ProjStart ) )

GetDeployableVehicle Source code

function UTVehicle_Deployable GetDeployableVehicle ( ) )
gets the deployable vehicle this bot is using, if any and only if the bot has deployment control over it

GetDesiredOffset Source code

function float GetDesiredOffset ( ) )

GetDirectionHint Source code

function vector GetDirectionHint ( ) )

GetEnemyName Source code

function string GetEnemyName ( ) )

GetOrderObject Source code

function actor GetOrderObject ( ) )

GetOrders Source code

function name GetOrders ( ) )

GetOutOfVehicle Source code

function GetOutOfVehicle ( ) )

GetTranslocationDestination Source code

function vector GetTranslocationDestination ( ) )
returns the location the bot should throw the translocator disc at to reach TranslocationTarget

HandlePathObstruction Source code

event bool HandlePathObstruction ( Actor BlockedBy) )

HasBarricadeDestroyingWeapon Source code

function bool HasBarricadeDestroyingWeapon ( ) )

@return whether the bot has a weapon that can destroy barricades

HasSuperWeapon Source code

function weapon HasSuperWeapon ( ) )

HasTimedPowerup Source code

function bool HasTimedPowerup ( ) )

@return whether bot has an inventory item with a timer on it

HearNoise Source code

event HearNoise ( float Loudness, Actor NoiseMaker, optional Name NoiseType ) )

ImpactJump Source code

function ImpactJump ( ) )
performs an impact jump; assumes the impact hammer is already equipped and ready to fire

Initialize Source code

function Initialize ( float InSkill, const out CharacterInfo BotInfo) )

IsDefending Source code

function bool IsDefending ( ) )

IsDefending Defending Source code

function bool IsDefending ( ) )

IsHunting Source code

function bool IsHunting ( ) )

IsHunting Hunting Source code

function bool IsHunting ( ) )

IsRetreating Source code

function bool IsRetreating ( ) )

IsRetreating Fallback Source code

function bool IsRetreating ( ) )

IsRetreating Retreating Source code

function bool IsRetreating ( ) )

IsShootingObjective Source code

function bool IsShootingObjective ( ) )

IsShootingObjective RangedAttack Source code

function bool IsShootingObjective ( ) )

IsSniping Source code

function bool IsSniping ( ) )

IsStrafing Source code

function bool IsStrafing ( ) )

IsStrafing TacticalMove Source code

function bool IsStrafing ( ) )

LandingShake Source code

simulated function bool LandingShake ( ) )
LandingShake() returns true if controller wants landing view shake

LatentWhatToDoNext Source code

native final latent function LatentWhatToDoNext ( )
encapsulates calling WhatToDoNext() and waiting for the tick-delayed decision making process to occur

LeaveVehicle Source code

function LeaveVehicle ( bool bBlocking) )
tells 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

function bool LoseEnemy ( ) )

LostContact Source code

function bool LostContact ( float MaxTime) )

MayDodgeToMoveTarget Source code

event MayDodgeToMoveTarget ( ) )

MayFall Charging Source code

function MayFall ( ) )

MayFall Fallback Source code

function MayFall ( ) )

MayFall Hunting Source code

function MayFall ( ) )

MayFall Roaming Source code

function MayFall ( ) )

MissedDodge Source code

event MissedDodge ( ) )

MonitoredPawnAlert Source code

event MonitoredPawnAlert ( )

MonitoredPawnAlert Defending Source code

event MonitoredPawnAlert ( ) )

MoveAwayFrom Source code

function MoveAwayFrom ( Controller C) )

MoveAwayFrom Defending Source code

function MoveAwayFrom ( Controller C) )

MoveToDefensePoint Source code

function MoveToDefensePoint ( ) )

NeedWeapon Source code

function bool NeedWeapon ( ) )

NotifyAddInventory Source code

function NotifyAddInventory ( inventory NewItem) )

NotifyBump Source code

event bool NotifyBump ( Actor Other, Vector HitNormal) )

NotifyBump Charging Source code

event bool NotifyBump ( Actor Other, Vector HitNormal) )

NotifyBump Fallback Source code

event bool NotifyBump ( Actor Other, Vector HitNormal) )

NotifyFallingHitWall Source code

event NotifyFallingHitWall ( vector HitNormal, actor HitActor) )

NotifyHeadVolumeChange FindAir Source code

function bool NotifyHeadVolumeChange ( PhysicsVolume NewHeadVolume) )

NotifyHitWall Source code

event bool NotifyHitWall ( vector HitNormal, actor Wall) )

NotifyHitWall FindAir Source code

function bool NotifyHitWall ( vector HitNormal, actor Wall) )

NotifyHitWall ScriptedMove Source code

event bool NotifyHitWall ( vector HitNormal, Actor Wall) )

NotifyHitWall TacticalMove Source code

function bool NotifyHitWall ( vector HitNormal, actor Wall) )

NotifyJumpApex Source code

event NotifyJumpApex ( ) )

NotifyJumpApex TacticalMove Source code

event NotifyJumpApex ( ) )

NotifyKilled Source code

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

NotifyKilled RangedAttack Source code

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

NotifyLanded Source code

event bool NotifyLanded ( vector HitNormal, Actor FloorActor) )

NotifyLanded WaitingForLanding Source code

event bool NotifyLanded ( vector HitNormal, Actor FloorActor) )

NotifyMissedJump Source code

event NotifyMissedJump ( ) )

NotifyPhysicsVolumeChange Source code

event NotifyPhysicsVolumeChange ( PhysicsVolume NewVolume) )

NotifyPostLanded Source code

event NotifyPostLanded ( ) )

NotifyTakeHit Source code

function NotifyTakeHit ( Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum) )

NotifyTakeHit Charging Source code

function NotifyTakeHit ( Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum) )

NotifyTakeHit Hunting Source code

function NotifyTakeHit ( Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum) )

NotifyTakeHit StakeOut Source code

function NotifyTakeHit ( Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum) )

OnAIFreeze Source code

function OnAIFreeze ( UTSeqAct_AIFreeze FreezeAction) )

OnAIFreeze Frozen Source code

function OnAIFreeze ( UTSeqAct_AIFreeze FreezeAction) )

OnAIFreeze FrozenMovement Source code

function OnAIFreeze ( UTSeqAct_AIFreeze FreezeAction) )

OnAIStartFireAt Source code

function OnAIStartFireAt ( UTSeqAct_AIStartFireAt FireAction) )

OnAIStopFire Source code

function OnAIStopFire ( UTSeqAct_AIStopFire FireAction) )

PawnDied Source code

function PawnDied ( Pawn P) )

PerformCustomAction Source code

function PerformCustomAction ( delegate<CustomActionFunc> ActionFunc) )
performs a custom action, calling the specified delegate each tick until it returns true, then triggers a new decision via WhatToDoNext()

PickDestination FindAir Source code

function PickDestination ( bool bNoCharge) )

PickDestination Hunting Source code

function PickDestination ( ) )

PickDestination TacticalMove Source code

function PickDestination ( ) )

PickRetreatDestination Source code

function bool PickRetreatDestination ( ) )

PoppedState Frozen Source code

event PoppedState ( ) )

PoppedState FrozenMovement Source code

event PoppedState ( ) )

PoppedState ScriptedMove Source code

event PoppedState ( ) )

Possess Source code

function Possess ( Pawn aPawn, bool bVehicleTransition) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

PriorityObjective Source code

function bool PriorityObjective ( ) )

ProficientWithWeapon Source code

function bool ProficientWithWeapon ( ) )

PushedState Frozen Source code

event PushedState ( ) )

PushedState FrozenMovement Source code

event PushedState ( ) )

PushedState ScriptedMove Source code

event PushedState ( ) )

RatePickup Source code

event float RatePickup ( Actor PickupHolder, class<Inventory> InvClass) )

RateWeapon Source code

simulated function float RateWeapon ( Weapon w) )

ReadyForLift Source code

function ReadyForLift ( ) )

ReceiveProjectileWarning Source code

function ReceiveProjectileWarning ( Projectile Proj) )

ReceiveRunOverWarning Source code

event ReceiveRunOverWarning ( UTVehicle V, float projSpeed, vector VehicleDir) )

ReceiveWarning Source code

event ReceiveWarning ( Pawn shooter, float projSpeed, vector FireDir) )

RelativeStrength Source code

function float RelativeStrength ( Pawn Other) )

Reset Source code

function Reset ( ) )

ResetDoubleJump Source code

function ResetDoubleJump ( ) )

ResetSkill Source code

function ResetSkill ( ) )

Restart Source code

function Restart ( bool bVehicleTransition) )

Restart Defending Source code

function Restart ( bool bVehicleTransition ) )

SeePlayer Source code

event SeePlayer ( Pawn SeenPlayer) )

SeePlayer Frozen Source code

event SeePlayer ( Pawn SeenPlayer) )

SeePlayer Hunting Source code

function SeePlayer ( Pawn SeenPlayer) )

SeePlayer StakeOut Source code

event SeePlayer ( Pawn SeenPlayer) )

SendMessage Source code

function SendMessage ( PlayerReplicationInfo Recipient, name MessageType, float Wait, optional class<DamageType> DamageType) )

SetAlertness Source code

function SetAlertness ( float NewAlertness) )

SetAttractionState Source code

function SetAttractionState ( ) )

SetAttractionState Dead Source code

function SetAttractionState ( ) )

SetAttractionState RoundEnded Source code

function SetAttractionState ( ) )

SetBotOrders Source code

function SetBotOrders ( name NewOrders, Controller OrderGiver, bool bShouldAck) )

SetCombatTimer Source code

function SetCombatTimer ( ) )

SetDoubleJump Source code

function SetDoubleJump ( ) )

SetEnemyInfo Source code

function SetEnemyInfo ( bool bNewEnemyVisible) )

SetEnemyReaction Source code

function SetEnemyReaction ( int AlertnessLevel) )

SetFall Source code

function SetFall ( ) )

SetFall TacticalMove Source code

function SetFall ( ) )

SetMaxDesiredSpeed Source code

function SetMaxDesiredSpeed ( ) )

SetPeripheralVision Source code

function SetPeripheralVision ( ) )

SetRouteGoal Defending Source code

function SetRouteGoal ( ) )

SetRouteToGoal Source code

function bool SetRouteToGoal ( Actor A) )

SetRouteToGoal Dead Source code

function bool SetRouteToGoal ( Actor A) )

SetTemporaryOrders Source code

function SetTemporaryOrders ( name NewOrders, Controller OrderGiver) )

SetupSpecialPathAbilities Source code

event SetupSpecialPathAbilities ( ) )

ShouldDefendPosition Source code

function bool ShouldDefendPosition ( ) )

ShouldFireAgain Source code

function bool ShouldFireAgain ( ) )

ShouldStrafeTo Source code

function bool ShouldStrafeTo ( Actor WayPoint) )

SoakStop Source code

event SoakStop ( optional string problem) )

SpawnedByKismet Source code

event SpawnedByKismet ( ) )

SpecialJumpCost Source code

event bool SpecialJumpCost ( float RequiredJumpZ, out float Cost )
Called 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 code

event SpecialJumpTo ( Actor DestinationActor, float RequiredJumpZ) )
Called 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

function Startle ( Actor Feared) )

Startle Startled Source code

function Startle ( Actor Feared) )

StartMonitoring Source code

function StartMonitoring ( Pawn P, float MaxDist) )

StartMoveToward Source code

function bool StartMoveToward ( Actor O) )

StopFiring Source code

function StopFiring ( ) )

StopFiring RangedAttack Source code

function StopFiring ( ) )

StopMovement Source code

function StopMovement ( ) )
tells our pawn to stop moving

Stopped Source code

function bool Stopped ( ) )

Stopped RangedAttack Source code

function bool Stopped ( ) )

Stopped StakeOut Source code

function bool Stopped ( ) )

StrafeFromDamage Source code

function bool StrafeFromDamage ( float Damage, class<DamageType> DamageType, bool bFindDest )

StrafeFromDamage Charging Source code

function bool StrafeFromDamage ( float Damage, class<DamageType> DamageType, bool bFindDest) )

SuggestDefenseRotation Defending Source code

function SuggestDefenseRotation ( ) )

SuperDesireability Source code

event float SuperDesireability ( PickupFactory P) )

SuperPickupNotSpokenFor Source code

function bool SuperPickupNotSpokenFor ( UTPickupFactory P) )

SwitchToBestWeapon RoundEnded Source code

function SwitchToBestWeapon ( optional bool bForceNewWeapon) )

TimedDodgeToMoveTarget Source code

function TimedDodgeToMoveTarget ( ) )
used on a timer when bot may consider a second dodge towards its MoveTarget to emulate double click delay

TimedFireWeaponAtEnemy Source code

function TimedFireWeaponAtEnemy ( ) )

TimedFireWeaponAtScriptedTarget Source code

function TimedFireWeaponAtScriptedTarget ( ) )

TimeDJReset Source code

event TimeDJReset ( ) )

Timer Charging Source code

function Timer ( ) )

Timer Dead Source code

function Timer ( ) )

Timer FindAir Source code

function Timer ( ) )

Timer FrozenMovement Source code

function Timer ( ) )

Timer Hunting Source code

function Timer ( ) )

Timer MoveToGoal Source code

function Timer ( ) )

Timer MoveToGoalWithEnemy Source code

function Timer ( ) )

Timer RangedAttack Source code

function Timer ( ) )

Timer StakeOut Source code

function Timer ( ) )

Timer TacticalMove Source code

function Timer ( ) )

Timer VehicleCharging Source code

function Timer ( ) )

Timer WaitingForLanding Source code

function Timer ( ) )

TossFlagToPlayer Source code

function TossFlagToPlayer ( Controller OrderGiver) )
TossFlagToPlayer() If a player is nearby, transfer the flag / orb to the nearest player Otherwise, just drop the flag / orb

TranslocateTo Source code

event TranslocateTo ( Actor DestinationActor) )

TryDuckTowardsMoveTarget Source code

function bool TryDuckTowardsMoveTarget ( vector Dir, vector Y) )
considers 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 code

function TryLeavingVehicle ( ) )
tries to exit the current vehicle
@return true if the bot is no longer in a vehicle, false otherwise

TryStrafe Charging Source code

function bool TryStrafe ( vector sideDir) )

TryToDeploy Defending Source code

function TryToDeploy ( ) )
try to deploy vehicle (if have one that can)

TryToDuck Source code

function bool TryToDuck ( vector duckDir, bool bReversed) )

TryToDuck Charging Source code

function bool TryToDuck ( vector duckDir, bool bReversed) )

TryWallDodge Source code

function bool TryWallDodge ( vector HitNormal, actor HitActor) )

UnderLift Source code

function UnderLift ( LiftCenter M) )

UseDeployable Source code

function UseDeployable ( ) )
makes bot deploy the deployable it's carrying

ValidTranslocationTarget Source code

function bool ValidTranslocationTarget ( Actor NewTranslocationTarget) )

VehicleFightEnemy Source code

function VehicleFightEnemy ( bool bCanCharge, float EnemyStrength) )

WaitForMover Source code

function WaitForMover ( InterpActor M) )

WaitToDeploy Source code

function bool WaitToDeploy ( ) )
try to deploy vehicle (if have one that can)

WaitToSeeEnemy Source code

native final latent function WaitToSeeEnemy ( )

WanderOrCamp Source code

function WanderOrCamp ( ) )

WanderOrCamp Dead Source code

function WanderOrCamp ( ) )

WanderOrCamp RoundEnded Source code

function WanderOrCamp ( ) )

WasKilledBy Source code

function WasKilledBy ( Controller Other) )

WeaponFireAgain Source code

function bool WeaponFireAgain ( bool bFinishedFire) )

WeaponFireAgain StakeOut Source code

function bool WeaponFireAgain ( bool bFinishedFire) )

WeaponPreference Source code

function float WeaponPreference ( Weapon W) )

WhatToDoNext Source code

event WhatToDoNext ( ) )
triggers 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

function WhatToDoNext ( ) )

WhatToDoNext FrozenMovement Source code

function WhatToDoNext ( ) )

WhatToDoNext RoundEnded Source code

function WhatToDoNext ( ) )

YellAt Source code

function YellAt ( PlayerReplicationInfo Moron) )


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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Creation time: sk 18-3-2018 10:00:49.148 - Created with UnCodeX