Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

UTGame.UTTeamAI

Extends
Info
Modifiers
native

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

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Info
      |   
      +-- UTGame.UTTeamAI

Direct Known Subclasses:

UTCTFTeamAI, UTGreedTeamAI, UTOnslaughtTeamAI

Constants Summary
Inherited Contants from Engine.Actor
ACTORMAXSTEPHEIGHT, MINFLOORZ, RBSTATE_ANGVELSCALE, RBSTATE_LINVELSCALE, RB_NeedsUpdate, RB_None, RB_Sleeping, REP_RBLOCATION_ERROR_TOLERANCE_SQ, TRACEFLAG_Blocking, TRACEFLAG_Bullet, TRACEFLAG_PhysicsVolumes, TRACEFLAG_SkipMovers

Variables Summary
UTSquadAIAttackSquad
boolbFoundSuperItems
UTTeamInfoEnemyTeam
UTSquadAIFreelanceSquad
array<UTVehicleFactory>ImportantVehicleFactories
intNumSuperPickups
intNumSupportingPlayer
UTGameObjectiveObjectives
nameOrderList[8]
intOrderOffset
UTGameObjectivePickedObjective
UTGameObjectivePickedStandaloneObjective
UTSquadAISquads
class<UTSquadAI>SquadType
UTPickupFactorySuperPickups[16]
UTTeamInfoTeam
Inherited Variables from Engine.Actor
Acceleration, AllComponents, Attached, bAlwaysEncroachCheck, bAlwaysRelevant, bAlwaysTick, Base, BaseBoneName, BaseSkelComponent, bBlockActors, bBlocksNavigation, bBlocksTeleport, bBounce, bCanBeAdheredTo, bCanBeDamaged, bCanBeFrictionedTo, bCanTeleport, bClientDemoRecording, bCollideActors, bCollideComplex, bCollideWhenPlacing, bCollideWorld, bComponentOutsideWorld, bConsiderAllStaticMeshComponentsForStreaming, bDebug, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyedByInterpActor, bDestroyInPainVolume, bEdShouldSnap, bExchangedRoles, bForceNetUpdate, bGameRelevant, bHardAttach, bHasAlternateTargetLocation, bHidden, bHiddenEd, bHiddenEdCustom, bHiddenEdGroup, bHurtEntry, bIgnoreBaseRotation, bIgnoreEncroachers, bIgnoreRigidBodyPawns, bIsMoving, bJustTeleported, bKillDuringLevelTransition, bLockLocation, BlockRigidBody, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetOwner, bNetTemporary, bNeverReplicateRotation, bNoDelete, bNoEncroachCheck, bOnlyDirtyReplication, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bPathColliding, bPathTemp, bPendingDelete, bPendingNetUpdate, bPhysRigidBodyOutOfWorldCheck, bPostRenderIfNotVisible, bProjTarget, bPushedByEncroachers, bRepClientDemo, bReplicateInstigator, bReplicateMovement, bReplicateRigidBodyLocation, bRouteBeginPlayEvenIfStatic, bScriptInitialized, bShadowParented, bShouldBaseAtStartup, bSkipActorPropertyReplication, bStasis, bStatic, bTearOff, bTempEditor, bTicked, bUpdateSimulatedPosition, bWorldGeometry, Children, CollisionComponent, CollisionType, Components, CreationTime, CustomTimeDilation, DesiredRotation, DetachFence, DrawScale, DrawScale3D, GeneratedEvents, Group, InitialState, Instigator, LastNetUpdateTime, LastRenderTime, LatentActions, LatentFloat, LatentSeqNode, LifeSpan, Location, MessageClass, MinDistForNetRBCorrection, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OverlapTag, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, RelativeLocation, RelativeRotation, RemoteRole, Role, Rotation, RotationRate, SupportedEvents, Tag, TickGroup, Timers, Touching, Velocity, WorldInfo

Enumerations Summary
Inherited Enumerations from Engine.Actor
ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType

Structures Summary
Inherited Structures from Engine.Info
KeyValuePair, PlayerResponseLine, ServerResponseLine
Inherited Structures from Engine.Actor
AnimSlotDesc, AnimSlotInfo, AsyncLineCheckResult, CollisionImpactData, ImpactInfo, NavReference, ReplicatedHitImpulse, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo

Functions Summary
functionUTSquadAI AddHumanSquad ()))
functionUTSquadAI AddSquadWithLeader (Controller C, UTGameObjective O))
function CallForHelp (UTBot B))
function ClearEnemies ()))
function CriticalObjectiveWarning (UTGameObjective G, Pawn NewEnemy)
functionUTSquadAI FindHumanSquad ()))
function FindNewObjectiveFor (UTSquadAI S, bool bForceUpdate))
function FindNewObjectives (UTGameObjective DisabledObjective))
functionUTSquadAI FindSquadOf (Controller C))
function FindSuperItems ()))
functionbool FriendlyToward (Pawn Other))
functionUTGameObjective GetLeastDefendedObjective (Controller InController))
functionUTGameObjective GetPriorityAttackObjectiveFor (UTSquadAI InAttackSquad, Controller InController))
functionUTGameObjective GetPriorityFreelanceObjectiveFor (UTSquadAI InFreelanceSquad))
functionUTGameObjective GetPriorityStandaloneObjectiveFor (UTSquadAI InAttackSquad, Controller InController))
functionUTSquadAI GetSquadLedBy (Controller C))
functionbyte GetTeamNum ()
function NotifyKilled (Controller Killer, Controller Killed, Pawn KilledPawn))
function PostBeginPlay ()))
function PutBotOnSquadLedBy (Controller C, UTBot B))
functionbool PutOnDefense (UTBot B))
function PutOnFreelance (UTBot B))
function PutOnOffense (UTBot B))
function ReAssessStrategy ()))
function RemoveFromTeam (Controller Other))
function RemoveSquad (UTSquadAI Squad))
function Reset ()))
function SetBotOrders (UTBot NewBot))
function SetObjectiveLists ()))
function SetOrders (UTBot B, name NewOrders, Controller OrderGiver))
function Timer ()))
Inherited Functions from Engine.Actor
ActivateEventClass, AllActors, AllOwnedComponents, Attach, AttachComponent, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginAnimControl, BroadcastLocalizedMessage, BroadcastLocalizedTeamMessage, Bump, CalcCamera, CanSplash, ChartData, CheckForErrors, CheckHitInfo, CheckMaxEffectDistance, ChildActors, ClampRotation, ClearLatentAction, ClearTimer, Clock, CollidingActors, CollisionChanged, ComponentList, ConsoleCommand, ConstraintBrokenNotify, ContainsPoint, CreateAudioComponent, DebugFreezeGame, Destroy, Destroyed, Detach, DetachComponent, DisplayDebug, DoKismetAttachment, DrawDebugBox, DrawDebugCone, DrawDebugCoordinateSystem, DrawDebugCylinder, DrawDebugLine, DrawDebugSphere, DynamicActors, EffectIsRelevant, EncroachedBy, EncroachingOn, EndViewTarget, Falling, FastTrace, FellOutOfWorld, FindActorsOfClass, FindBase, FindEventsOfClass, FindGoodEndView, FindSpot, FinishAnim, FinishAnimControl, FlushPersistentDebugLines, ForceNetRelevant, ForceUpdateComponents, GainedChild, GetActorEyesViewPoint, GetActorFaceFXAsset, GetBaseMost, GetBoundingCylinder, GetComponentsBoundingBox, GetDebugName, GetDestination, GetFaceFXAudioComponent, GetGravityZ, GetHumanReadableName, GetItemName, GetLocalString, GetLocationStringFor, GetPackageGuid, GetPhysicsName, GetTargetLocation, GetTeamNum, GetTerminalVelocity, GetTimerCount, GetTimerRate, GetURLMap, GetUTFlag, HealDamage, HitWall, HurtRadius, InterpolationChanged, InterpolationFinished, InterpolationStarted, IsActorPlayingFaceFXAnim, IsBasedOn, IsInPain, IsInVolume, IsOverlapping, IsOwnedBy, IsPlayerOwned, IsStationary, IsTimerActive, KilledBy, Landed, LocalPlayerControllers, LostChild, MakeNoise, MatchStarting, ModifyHearSoundComponent, Move, MoveSmooth, MovingWhichWay, NativePostRenderFor, NotifyLocalPlayerTeamReceived, NotifySkelControlBeyondLimit, OnAnimEnd, OnAnimPlay, OnAttachToActor, OnCauseDamage, OnChangeCollision, OnDestroy, OnHealDamage, OnMakeNoise, OnRanOver, OnSetBlockRigidBody, OnSetPhysics, OnTeleport, OnToggleHidden, OutsideWorldBounds, OverlappingActors, OverRotated, PawnBaseDied, PhysicsVolumeChange, PickedUpBy, PlayActorFaceFXAnim, PlayerCanSeeMe, PlaySound, PlayTeleportEffect, PointCheckComponent, PostBeginPlay, PostInitAnimTree, PostRenderFor, PostTeleport, PostTouch, PreBeginPlay, PreTeleport, RanInto, ReplaceText, ReplicatedEvent, Reset, RigidBodyCollision, RootMotionExtracted, RootMotionModeChanged, ScriptGetTeamNum, SetAnimPosition, SetAnimWeights, SetBase, SetCollision, SetCollisionSize, SetDrawScale, SetDrawScale3D, SetForcedInitialReplicatedProperty, SetGRI, SetHardAttach, SetHidden, SetHUDLocation, SetInitialState, SetLocation, SetMorphWeight, SetNetUpdateTime, SetOnlyOwnerSee, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetSkelControlScale, SetTickGroup, SetTimer, SetZone, ShutDown, Sleep, Spawn, SpawnedByKismet, SpecialHandling, StopActorFaceFXAnim, StopsProjectile, SuggestTossVelocity, TakeDamage, TakeRadiusDamage, Tick, Timer, TimeSince, TornOff, Touch, TouchingActors, Trace, TraceActors, TraceComponent, TriggerEventClass, UnClock, UnTouch, UsedBy, VisibleActors, VisibleCollidingActors


Variables Detail

AttackSquad Source code

var UTSquadAI AttackSquad;

bFoundSuperItems Source code

var bool bFoundSuperItems;

EnemyTeam Source code

var UTTeamInfo EnemyTeam;

FreelanceSquad Source code

var UTSquadAI FreelanceSquad;

ImportantVehicleFactories Source code

var array<UTVehicleFactory> ImportantVehicleFactories;

NumSuperPickups Source code

var int NumSuperPickups;

NumSupportingPlayer Source code

var int NumSupportingPlayer;

Objectives Source code

var UTGameObjective Objectives;

OrderList[8] Source code

var name OrderList[8];

OrderOffset Source code

var int OrderOffset;

PickedObjective Source code

var UTGameObjective PickedObjective;

PickedStandaloneObjective Source code

var UTGameObjective PickedStandaloneObjective;

Squads Source code

var UTSquadAI Squads;

SquadType Source code

var class<UTSquadAI> SquadType;

SuperPickups[16] Source code

var UTPickupFactory SuperPickups[16];

Team Source code

var UTTeamInfo Team;


Functions Detail

AddHumanSquad Source code

function UTSquadAI AddHumanSquad ( ) )

AddSquadWithLeader Source code

function UTSquadAI AddSquadWithLeader ( Controller C, UTGameObjective O) )

CallForHelp Source code

function CallForHelp ( UTBot B) )

ClearEnemies Source code

function ClearEnemies ( ) )

CriticalObjectiveWarning Source code

function CriticalObjectiveWarning ( UTGameObjective G, Pawn NewEnemy )

FindHumanSquad Source code

function UTSquadAI FindHumanSquad ( ) )

FindNewObjectiveFor Source code

function FindNewObjectiveFor ( UTSquadAI S, bool bForceUpdate) )

FindNewObjectives Source code

function FindNewObjectives ( UTGameObjective DisabledObjective) )

FindSquadOf Source code

function UTSquadAI FindSquadOf ( Controller C) )

FindSuperItems Source code

function FindSuperItems ( ) )
finds all the static super pickups/vehicle factories/etc in the level and registers them for fast lookup

FriendlyToward Source code

function bool FriendlyToward ( Pawn Other) )

GetLeastDefendedObjective Source code

function UTGameObjective GetLeastDefendedObjective ( Controller InController) )

GetPriorityAttackObjectiveFor Source code

function UTGameObjective GetPriorityAttackObjectiveFor ( UTSquadAI InAttackSquad, Controller InController) )

GetPriorityFreelanceObjectiveFor Source code

function UTGameObjective GetPriorityFreelanceObjectiveFor ( UTSquadAI InFreelanceSquad) )

GetPriorityStandaloneObjectiveFor Source code

function UTGameObjective GetPriorityStandaloneObjectiveFor ( UTSquadAI InAttackSquad, Controller InController) )

GetSquadLedBy Source code

function UTSquadAI GetSquadLedBy ( Controller C) )

GetTeamNum Source code

simulated native function byte GetTeamNum ( )

NotifyKilled Source code

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

PostBeginPlay Source code

function PostBeginPlay ( ) )

PutBotOnSquadLedBy Source code

function PutBotOnSquadLedBy ( Controller C, UTBot B) )

PutOnDefense Source code

function bool PutOnDefense ( UTBot B) )

PutOnFreelance Source code

function PutOnFreelance ( UTBot B) )

PutOnOffense Source code

function PutOnOffense ( UTBot B) )

ReAssessStrategy Source code

function ReAssessStrategy ( ) )

RemoveFromTeam Source code

function RemoveFromTeam ( Controller Other) )

RemoveSquad Source code

function RemoveSquad ( UTSquadAI Squad) )

Reset Source code

function Reset ( ) )

SetBotOrders Source code

function SetBotOrders ( UTBot NewBot) )

SetObjectiveLists Source code

function SetObjectiveLists ( ) )

SetOrders Source code

function SetOrders ( UTBot B, name NewOrders, Controller OrderGiver) )

Timer Source code

function Timer ( ) )


Defaultproperties

defaultproperties
{
   SquadType=Class'UTGame.UTSquadAI'
   OrderList(0)="Follow"
   OrderList(1)="ATTACK"
   OrderList(2)="Defend"
   OrderList(3)="Freelance"
   OrderList(4)="Follow"
   OrderList(5)="ATTACK"
   OrderList(6)="Defend"
   OrderList(7)="Freelance"
   CollisionType=COLLIDE_CustomDefault
   Name="Default__UTTeamAI"
   ObjectArchetype=Info'Engine.Default__Info'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: sk 18-3-2018 10:00:57.837 - Created with UnCodeX