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operational AI control for TeamGame Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object
|
+-- Engine.Actor
|
+-- Engine.Info
|
+-- Engine.ReplicationInfo
|
+-- UTGame.UTSquadAI
UTCTFSquadAI, UTDMSquad, UTGreedSquadAI, UTOnslaughtSquadAI
| Constants Summary | ||
|---|---|---|
| NEAROBJECTIVEDIST | = | 2000.0 |
| Variables Summary | |
|---|---|
| string | AttackString |
| bool | bAddTransientCosts |
| bool | bFreelance |
| bool | bFreelanceAttack |
| bool | bFreelanceDefend |
| bool | bRoamingSquad |
| bool | bShouldUseGatherPoints |
| name | CurrentOrders |
| string | DefendString |
| Pawn | Enemies[8] |
| float | FormationSize |
| string | FreelanceString |
| string | HoldString |
| UTPlayerReplicationInfo | LeaderPRI |
| int | MaxSquadRoutes |
| int | MaxSquadSize |
| UTSquadAI | NextSquad |
| array<NavigationPoint> | ObjectiveRouteCache |
| UTBot | PendingSquadRouteMaker |
| array<NavigationPoint> | PreviousObjectiveRouteCache |
| NavigationPoint | RouteObjective |
| int | Size |
| Controller | SquadLeader |
| UTBot | SquadMembers |
| UTGameObjective | SquadObjective |
| int | SquadRouteIteration |
| array<AlternateRoute> | SquadRoutes |
| string | SupportString |
| string | SupportStringTrailer |
| UTTeamInfo | Team |
| Structures Summary | ||
|---|---|---|
| AlternateRoute RouteCache | ||
| Inherited Structures from Engine.Info |
|---|
| KeyValuePair, PlayerResponseLine, ServerResponseLine |
| States Summary |
|---|
| Retasking Source code |
|---|
|
state Retasking |
| Tick |
| Constants Detail |
|---|
| Variables Detail |
|---|
whether bots should tend to wait to group up near the end of the squad route
maximum size of SquadRoutes list
bot that we want to use to generate the route (usually SquadLeader)
when generating a new ObjectiveRouteCache for the same objective, the previous is stored here so bots still following it don't get disrupted
current alternate route iteration (loops back to start after reaching MaxSquadRoutes)
| Structures Detail |
|---|
list of alternate routes. Each one higher in the list was created by first adding cost to the nodes in all previous routes
| Functions Detail |
|---|
AcceptableDefensivePosition Source code
AddBot Source code
AddEnemy Source code
AddTransientCosts Source code
AllowContinueOnFoot Source code
@return whether bot should continue along its path on foot or stay in its current vehicle
AllowDetourTo Source code
AllowImpactJumpBy Source code
AllowTaunt Source code
AllowTranslocationBy Source code
AssessThreat Source code
AssignSquadResponsibility Source code
BeDevious Source code
BotEnteredVehicle Source code
BotSuitability Source code
CheckHoverboard Source code
CheckSquadObjectives Source code
CheckSuperItem Source codechecks for super pickups, important vehicles, etc within the specified path distance
CheckTowing Source codeconsiders giving bot actions to do with towing or being towed
@return whether the bot was given something to do
CheckVehicle Source code
ClearPathFor Source code
CloseEnoughToObjective Source codereturns whether the bot shouldn't get any closer to the given objective with the vehicle it's using
CloseToLeader Source code
CriticalObjectiveWarning Source code
Destroyed Source code
DisplayDebug Source code
EnterAndExitVehicle Source codeused with bot's CustomAction interface to enter and exit a vehicle in the same action
FindDefensivePositionFor Source code
FindNewEnemyFor Source code
FindPathToObjective Source code
FormationCenter Source code
FriendlyToward Source code
GetFacingRotation Source code
GetLinkVehicle Source code
GetMaxDefenseDistanceFrom Source code
@return the maximum distance a bot should be from the given Actor it wants to defend
GetOnHoverboard Source codeused with bot's CustomAction interface to tell it to get on the hoverboard
GetOrders Source code
GetOrderStringFor Source code
GetShortOrderStringFor Source code
GetSize Source code
GetStartObjective Source code
@return the objective the given bot wants to spawn at
GetTeamNum Source code
GetTowingDestination Source code
@return a good objective to tow the given Pawn to - if None is returned bot will just do its normal logic
GotoVehicle Source codetells the given bot to attempt to move toward and enter the given vehicle
HandlePathObstruction Source codecalled when a ReachSpec the given bot wants to use is blocked by a dynamic obstruction gives the AI an opportunity to do something to get rid of it instead of trying to find another path
@note MoveTarget is the actor the AI wants to move toward, CurrentPath the ReachSpec it wants to use
@param B the bot whose path is blocked
@param BlockedBy the object blocking the path
@return true if the AI did something about the obstruction and should use the path anyway, false if the path is unusable and the bot must find some other way to go
HasOtherVisibleEnemy Source code
@return whether the given bot knows of some visible enemy that is not its current enemy
Initialize Source code
IsDefending Source code
IsOnPathToSquadObjective Source codereturns whether the bot should be considered as moving towards SquadObjective if its goal is the given Actor
IsOnSquad Source code
LeaveVehicleAtParkingSpot Source codecalled when the bot is trying to get to the given objective and has reached one of its parking spots
LeaveVehicleToReachObjective Source codechecks if the bot's vehicle is close enough to leave and proceed on foot (assumes the objective cannot be completed while inside a vehicle)
@return true if the bot left the vehicle and is continuing on foot, false if it did nothing
LostEnemy Source code
MarkHuntingSpots Source codecalled when the given bot is hunting - gives the squad an opportunity to evaluate more accessible NavigationPoints for attacking the bot's Enemy than pathing towards it (e.g. sniper spots)
MaxVehicleDist Source code
MergeWith Source code
ModifyAggression Source codegives Squad a chance to modify how aggressively the bot chases down enemies
ModifyThreat Source code
MustCompleteOnFoot Source codereturns whether bot must be on foot to use the given objective (if so, bot will get out of any vehicle just before reaching it)
MustKeepEnemy Source code
NearFormationCenter Source code
NeverBail Source code
@return whether bot should bail on a vehicle that has low health or is stuck
NotifyKilled Source code
OverrideFollowPlayer Source code
PickBotToReassign Source code
PickNewLeader Source code
PickRetreatDestination Source code
PriorityObjective Source code
RateDefensivePosition Source code
RemoveBot Source code
RemoveEnemy Source code
RemovePlayer Source code
Reset Source code
Retask Source code
SetAlternatePathTo Source code
SetDefenseScriptFor Source code
SetEnemy Source code
SetFacingActor Source code
SetLeader Source code
SetObjective Source code
ShouldCheckSuperVehicle Source code
@return whether CheckSuperItem() should include vehicles
ShouldDeferTo Source code
ShouldDestroyTranslocator Source code
ShouldSuppressEnemy Source code
ShouldUndeployVehicle Source codeif bot is in a deployed vehicle, consider undeploying it
@return whether bot was given instructions
ShouldUseAlternatePaths Source codereturns whether bots should use an alternate squad route to reach SquadObjective instead of the shortest possible route
ShouldUseHoverboard Source code
TellBotToFollow Source code
Tick Retasking Source code
TryToIntercept Source code
UndeployVehicle Source codeused with bot's CustomAction interface to undeploy a vehicle
UnderFire Source code
ValidEnemy Source code
VehicleDesireability Source code
WaitAtThisPosition Source code
WanderNearLeader Source code| Defaultproperties |
|---|
defaultproperties
{
SupportString="supporting"
DefendString="defending"
AttackString="attacking"
HoldString="holding"
FreelanceString="Sweeper"
MaxSquadSize=2
bRoamingSquad=True
FormationSize=1100.000000
MaxSquadRoutes=5
NetUpdateFrequency=1.000000
Name="Default__UTSquadAI"
ObjectArchetype=ReplicationInfo'Engine.Default__ReplicationInfo'
}
|
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