operational AI control for TeamGame
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Functions Summary |
| bool | AcceptableDefensivePosition (NavigationPoint N, UTBot B))
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| | AddBot (UTBot B))
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| bool | AddEnemy (Pawn NewEnemy))
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| | AddTransientCosts (UTBot B, float f))
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| bool | AllowContinueOnFoot (UTBot B, UTVehicle V))
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| bool | AllowDetourTo (UTBot B, avigationPoint N))
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| bool | AllowImpactJumpBy (UTBot B))
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| bool | AllowTaunt (UTBot B))
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| bool | AllowTranslocationBy (UTBot B))
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| float | AssessThreat (UTBot B, Pawn NewThreat, bool bThreatVisible ))
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| bool | AssignSquadResponsibility (UTBot B))
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| bool | BeDevious (Pawn Enemy))
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| | BotEnteredVehicle (UTBot B))
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| float | BotSuitability (UTBot B))
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| bool | CheckHoverboard (UTBot B))
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| bool | CheckSquadObjectives (UTBot B))
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| bool | CheckSuperItem (UTBot B, float SuperDist))
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| bool | CheckTowing (UTBot B, UTVehicle V))
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| bool | CheckVehicle (UTBot B))
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| bool | ClearPathFor (Controller C))
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| bool | CloseEnoughToObjective (UTBot B, Actor O))
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| bool | CloseToLeader (Pawn P))
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| | CriticalObjectiveWarning (Pawn NewEnemy))
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| | Destroyed ()))
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| | DisplayDebug (HUD HUD, out float YL, out float YPos))
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| bool | EnterAndExitVehicle (UTBot B))
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| NavigationPoint | FindDefensivePositionFor (UTBot B))
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| bool | FindNewEnemyFor (UTBot B, bool bSeeEnemy))
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| bool | FindPathToObjective (UTBot B, Actor O))
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| actor | FormationCenter (Controller C))
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| bool | FriendlyToward (Pawn Other))
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| rotator | GetFacingRotation ()))
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| UTVehicle | GetLinkVehicle (UTBot B))
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| float | GetMaxDefenseDistanceFrom (Actor Center, UTBot B))
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| bool | GetOnHoverboard (UTBot B))
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| name | GetOrders ()))
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| String | GetOrderStringFor (UTPlayerReplicationInfo PRI))
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| String | GetShortOrderStringFor (UTPlayerReplicationInfo PRI))
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| int | GetSize ()))
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| UTGameObjective | GetStartObjective (UTBot B))
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| byte | GetTeamNum ()
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| Actor | GetTowingDestination (UTVehicle Towed)
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| bool | GotoVehicle (UTVehicle SquadVehicle, UTBot B))
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| bool | HandlePathObstruction (UTBot B, Actor BlockedBy))
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| bool | HasOtherVisibleEnemy (UTBot B))
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| | Initialize (UTTeamInfo T, UTGameObjective O, Controller C))
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| bool | IsDefending (UTBot B))
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| bool | IsOnPathToSquadObjective (Actor Goal))
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| bool | IsOnSquad (Controller C))
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| | LeaveVehicleAtParkingSpot (UTBot B, Actor O))
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| bool | LeaveVehicleToReachObjective (UTBot B, Actor O))
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| bool | LostEnemy (UTBot B))
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| | MarkHuntingSpots (UTBot B)
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| float | MaxVehicleDist (Pawn P))
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| | MergeWith (UTSquadAI S))
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| | ModifyAggression (UTBot B, out float Aggression))
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| float | ModifyThreat (float current, Pawn NewThreat, bool bThreatVisible, UTBot B))
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| bool | MustCompleteOnFoot (Actor O, optional Pawn P))
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| bool | MustKeepEnemy (Pawn E))
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| bool | NearFormationCenter (Pawn P))
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| bool | NeverBail (Pawn P))
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| | NotifyKilled (Controller Killer, Controller Killed, pawn KilledPawn))
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| bool | OverrideFollowPlayer (UTBot B))
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| UTBot | PickBotToReassign ()))
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| | PickNewLeader ()))
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| bool | PickRetreatDestination (UTBot B))
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| byte | PriorityObjective (UTBot B))
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| float | RateDefensivePosition (NavigationPoint N, UTBot CurrentBot, Actor Center))
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| | RemoveBot (UTBot B))
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| | RemoveEnemy (Pawn E))
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| | RemovePlayer (PlayerController P))
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| | Reset ()))
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| | Retask (UTBot B))
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| | SetAlternatePathTo (NavigationPoint NewRouteObjective, UTBot RouteMaker))
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| | SetDefenseScriptFor (UTBot B))
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| bool | SetEnemy (UTBot B, Pawn NewEnemy ))
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| actor | SetFacingActor (UTBot B))
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| | SetLeader (Controller C))
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| | SetObjective (UTGameObjective O, bool bForceUpdate))
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| bool | ShouldCheckSuperVehicle (UTBot B))
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| bool | ShouldDeferTo (Controller C))
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| bool | ShouldDestroyTranslocator (UTBot B))
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| bool | ShouldSuppressEnemy (UTBot B))
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| bool | ShouldUndeployVehicle (UTBot B))
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| bool | ShouldUseAlternatePaths ()))
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| bool | ShouldUseHoverboard (UTBot B))
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| bool | TellBotToFollow (UTBot B, Controller C))
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| | Tick (float DeltaTime)) Retasking |
| bool | TryToIntercept (UTBot B, Pawn P, Actor RouteGoal))
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| bool | UndeployVehicle (UTBot B))
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| bool | UnderFire (Pawn NewThreat, UTBot Ignored))
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| bool | ValidEnemy (Pawn NewEnemy))
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| float | VehicleDesireability (UTVehicle V, UTBot B))
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| bool | WaitAtThisPosition (Pawn P))
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| bool | WanderNearLeader (UTBot B))
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