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UTGame.UTOnslaughtSquadAI

Extends
UTSquadAI

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Info
      |   
      +-- Engine.ReplicationInfo
         |   
         +-- UTGame.UTSquadAI
            |   
            +-- UTGame.UTOnslaughtSquadAI

Constants Summary
Inherited Contants from UTGame.UTSquadAI
NEAROBJECTIVEDIST

Variables Summary
boolbDefendingSquad
floatLastFailedNodeTeleportTime
floatLastFindObjectiveTime
floatMaxObjectiveGetOutDist
UTOnslaughtTeamAIONSTeamAI
UTOnslaughtNodeObjectiveOrbObjective
Inherited Variables from UTGame.UTSquadAI
AttackString, bAddTransientCosts, bFreelance, bFreelanceAttack, bFreelanceDefend, bRoamingSquad, bShouldUseGatherPoints, CurrentOrders, DefendString, Enemies[8], FormationSize, FreelanceString, HoldString, LeaderPRI, MaxSquadRoutes, MaxSquadSize, NextSquad, ObjectiveRouteCache, PendingSquadRouteMaker, PreviousObjectiveRouteCache, RouteObjective, Size, SquadLeader, SquadMembers, SquadObjective, SquadRouteIteration, SquadRoutes, SupportString, SupportStringTrailer, Team

Structures Summary
Inherited Structures from UTGame.UTSquadAI
AlternateRoute

Functions Summary
functionbool AllowTaunt (UTBot B))
functionbool AssignSquadResponsibility (UTBot B))
functionbool BeDevious (Pawn Enemy))
functionbool CheckBarricades (UTBot B))
functionbool CheckOrbCarrierObjective (UTBot B))
functionbool CheckSquadObjectives (UTBot B))
functionbool CheckVehicle (UTBot B))
functionbool FindPathToObjective (UTBot B, Actor O))
functionactor FormationCenter (Controller C))
functionfloat GetMaxDefenseDistanceFrom (Actor Center, UTBot B))
functionfloat GetMaxObjectiveGetOutDist ()))
functionbool GetOrbToDefendNode (UTBot B))
functionname GetOrders ()))
functionUTGameObjective GetStartObjective (UTBot B))
functionActor GetTowingDestination (UTVehicle Towed))
function Initialize (UTTeamInfo T, UTGameObjective O, Controller C))
function MarkHuntingSpots (UTBot B))
functionfloat MaxVehicleDist (Pawn P))
function ModifyAggression (UTBot B, out float Aggression)
functionfloat ModifyThreat (float current, Pawn NewThreat, bool bThreatVisible, UTBot B))
functionbool MustCompleteOnFoot (Actor O, optional Pawn P))
functionbool MustKeepEnemy (Pawn E))
functionbool NodeTeleport (UTBot B))
functionbool OwnAllPowerNodes ()))
functionbyte PriorityObjective (UTBot B))
function SetDefenseScriptFor (UTBot B))
function SetObjective (UTGameObjective O, bool bForceUpdate))
functionbool ShouldCheckSuperVehicle (UTBot B))
functionbool ShouldUseAlternatePaths ()))
functionfloat VehicleDesireability (UTVehicle V, UTBot B))
Inherited Functions from UTGame.UTSquadAI
AcceptableDefensivePosition, AddBot, AddEnemy, AddTransientCosts, AllowContinueOnFoot, AllowDetourTo, AllowImpactJumpBy, AllowTaunt, AllowTranslocationBy, AssessThreat, AssignSquadResponsibility, BeDevious, BotEnteredVehicle, BotSuitability, CheckHoverboard, CheckSquadObjectives, CheckSuperItem, CheckTowing, CheckVehicle, ClearPathFor, CloseEnoughToObjective, CloseToLeader, CriticalObjectiveWarning, Destroyed, DisplayDebug, EnterAndExitVehicle, FindDefensivePositionFor, FindNewEnemyFor, FindPathToObjective, FormationCenter, FriendlyToward, GetFacingRotation, GetLinkVehicle, GetMaxDefenseDistanceFrom, GetOnHoverboard, GetOrders, GetOrderStringFor, GetShortOrderStringFor, GetSize, GetStartObjective, GetTeamNum, GetTowingDestination, GotoVehicle, HandlePathObstruction, HasOtherVisibleEnemy, Initialize, IsDefending, IsOnPathToSquadObjective, IsOnSquad, LeaveVehicleAtParkingSpot, LeaveVehicleToReachObjective, LostEnemy, MarkHuntingSpots, MaxVehicleDist, MergeWith, ModifyAggression, ModifyThreat, MustCompleteOnFoot, MustKeepEnemy, NearFormationCenter, NeverBail, NotifyKilled, OverrideFollowPlayer, PickBotToReassign, PickNewLeader, PickRetreatDestination, PriorityObjective, RateDefensivePosition, RemoveBot, RemoveEnemy, RemovePlayer, Reset, Retask, SetAlternatePathTo, SetDefenseScriptFor, SetEnemy, SetFacingActor, SetLeader, SetObjective, ShouldCheckSuperVehicle, ShouldDeferTo, ShouldDestroyTranslocator, ShouldSuppressEnemy, ShouldUndeployVehicle, ShouldUseAlternatePaths, ShouldUseHoverboard, TellBotToFollow, Tick, TryToIntercept, UndeployVehicle, UnderFire, ValidEnemy, VehicleDesireability, WaitAtThisPosition, WanderNearLeader


Variables Detail

bDefendingSquad Source code

var bool bDefendingSquad;

LastFailedNodeTeleportTime Source code

var float LastFailedNodeTeleportTime;

LastFindObjectiveTime Source code

var float LastFindObjectiveTime;

MaxObjectiveGetOutDist Source code

var float MaxObjectiveGetOutDist;

ONSTeamAI Source code

var UTOnslaughtTeamAI ONSTeamAI;
pointer to Team.AI so we don't have to cast all the time

OrbObjective Source code

var UTOnslaughtNodeObjective OrbObjective;


Functions Detail

AllowTaunt Source code

function bool AllowTaunt ( UTBot B) )

AssignSquadResponsibility Source code

function bool AssignSquadResponsibility ( UTBot B) )

BeDevious Source code

function bool BeDevious ( Pawn Enemy) )

CheckBarricades Source code

function bool CheckBarricades ( UTBot B) )
check if bot can destroy any barricades

CheckOrbCarrierObjective Source code

function bool CheckOrbCarrierObjective ( UTBot B) )

CheckSquadObjectives Source code

function bool CheckSquadObjectives ( UTBot B) )

CheckVehicle Source code

function bool CheckVehicle ( UTBot B) )

FindPathToObjective Source code

function bool FindPathToObjective ( UTBot B, Actor O) )

FormationCenter Source code

function actor FormationCenter ( Controller C) )

GetMaxDefenseDistanceFrom Source code

function float GetMaxDefenseDistanceFrom ( Actor Center, UTBot B) )

GetMaxObjectiveGetOutDist Source code

function float GetMaxObjectiveGetOutDist ( ) )

GetOrbToDefendNode Source code

function bool GetOrbToDefendNode ( UTBot B) )
consider telling B to get the orb to defend SquadObjective

GetOrders Source code

function name GetOrders ( ) )

GetStartObjective Source code

function UTGameObjective GetStartObjective ( UTBot B) )

GetTowingDestination Source code

function Actor GetTowingDestination ( UTVehicle Towed) )

Initialize Source code

function Initialize ( UTTeamInfo T, UTGameObjective O, Controller C) )

MarkHuntingSpots Source code

function MarkHuntingSpots ( UTBot B) )

MaxVehicleDist Source code

function float MaxVehicleDist ( Pawn P) )
returns the maximum distance the given Pawn should search for vehicles to enter

ModifyAggression Source code

function ModifyAggression ( UTBot B, out float Aggression )

ModifyThreat Source code

function float ModifyThreat ( float current, Pawn NewThreat, bool bThreatVisible, UTBot B) )

MustCompleteOnFoot Source code

function bool MustCompleteOnFoot ( Actor O, optional Pawn P) )

MustKeepEnemy Source code

function bool MustKeepEnemy ( Pawn E) )

NodeTeleport Source code

function bool NodeTeleport ( UTBot B) )
used with bot's CustomAction interface to process a node teleport

OwnAllPowerNodes Source code

function bool OwnAllPowerNodes ( ) )

@return whether my team owns all power nodes

PriorityObjective Source code

function byte PriorityObjective ( UTBot B) )

SetDefenseScriptFor Source code

function SetDefenseScriptFor ( UTBot B) )

SetObjective Source code

function SetObjective ( UTGameObjective O, bool bForceUpdate) )

ShouldCheckSuperVehicle Source code

function bool ShouldCheckSuperVehicle ( UTBot B) )

ShouldUseAlternatePaths Source code

function bool ShouldUseAlternatePaths ( ) )

VehicleDesireability Source code

function float VehicleDesireability ( UTVehicle V, UTBot B) )


Defaultproperties

defaultproperties
{
   MaxSquadSize=3
   bAddTransientCosts=True
   Name="Default__UTOnslaughtSquadAI"
   ObjectArchetype=UTSquadAI'UTGame.Default__UTSquadAI'
}

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Creation time: sk 18-3-2018 10:00:54.400 - Created with UnCodeX