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Core.Object | +-- Engine.Actor | +-- Engine.Controller | +-- Engine.AIController | +-- Gameplay.ScriptedController | +-- UnrealGame.Bot
xBot
Constants Summary | ||
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AngleConvert | = | 0.0000958738 |
ENEMYLOCATIONFUZZ | = | 1200 |
MAXSTAKEOUTDIST | = | 2000 |
MINSTRAFEDIST | = | 200 |
MINVIEWDIST | = | 200 |
TACTICALHEIGHTADVANTAGE | = | 320 |
Inherited Variables from Engine.AIController |
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bAdjustFromWalls, bHunting, bPlannedJump, MyScript, Skill |
Enumerations Summary | ||
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EScriptFollow FOLLOWSCRIPT_IgnoreAllStimuli, FOLLOWSCRIPT_IgnoreEnemies, FOLLOWSCRIPT_StayOnScript, FOLLOWSCRIPT_LeaveScriptForCombat |
Functions Summary | ||
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![]() | AbortScript () Scripting | |
![]() | rotator | AdjustAim (FireProperties FiredAmmunition, vector projStart, int aimerror) |
![]() | rotator | AdjustAim (FireProperties FiredAmmunition, vector projStart, int aimerror) StakeOut |
![]() | float | AdjustAimError (float aimerror, float TargetDist, bool bDefendMelee, bool bInstantProj, bool bLeadTargetNow) |
![]() | bool | AdjustAround (Pawn Other) |
![]() | bool | AllowDetourTo (NavigationPoint N) |
![]() | Actor | AlternateTranslocDest () |
![]() | bool | AssignSquadResponsibility () |
![]() | bool | AutoTaunt () |
![]() | bool | AvoidCertainDeath () Testing |
![]() | BeginState () Dead | |
![]() | BeginState () FindAir | |
![]() | BeginState () GameEnded | |
![]() | BeginState () Hunting | |
![]() | BeginState () MoveToGoal | |
![]() | BeginState () RangedAttack | |
![]() | BeginState () RestFormation | |
![]() | BeginState () Retreating | |
![]() | BeginState () ShieldSelf | |
![]() | BeginState () StakeOut | |
![]() | BeginState () Startled | |
![]() | BeginState () TacticalMove | |
![]() | BeginState () Testing | |
![]() | BeginState () WaitingForLanding | |
![]() | BotVoiceMessage (name messagetype, byte MessageID, Controller Sender) | |
![]() | bool | CanAttack (Actor Other) |
![]() | bool | CanAttack (Actor Other) StakeOut |
![]() | CancelCampFor (Controller C) | |
![]() | CancelCampFor (Controller C) RangedAttack | |
![]() | CancelCampFor (Controller C) RestFormation | |
![]() | CancelCampFor (Controller C) Scripting | |
![]() | CancelCampFor (Controller C) ShieldSelf | |
![]() | bool | CanCombo () |
![]() | bool | CanComboMoving () |
![]() | bool | CanDoubleJump (Pawn Other) |
![]() | bool | CanImpactJump () |
![]() | bool | CanStakeOut () |
![]() | bool | CanUseTranslocator () |
![]() | Celebrate () | |
![]() | Celebrate () Dead | |
![]() | Celebrate () GameEnded | |
![]() | Celebrate () Testing | |
![]() | ChangedWeapon () | |
![]() | ChangeStrafe () | |
![]() | ChangeStrafe () TacticalMove | |
![]() | bool | CheckFutureSight (float deltatime) |
![]() | CheckIfShouldCrouch (vector StartPosition, vector TargetPosition, float probability) | |
![]() | bool | CheckPathToGoalAround (Pawn P) |
![]() | bool | CheckPathToGoalAround (Pawn P) MoveToGoal |
![]() | ChooseAttackMode () | |
![]() | ClearPathFor (Controller C) | |
![]() | ClearPathFor (Controller C) Scripting | |
![]() | bool | ClearShot (Vector TargetLoc, bool bImmediateFire) |
![]() | ClearTemporaryOrders () | |
![]() | CompleteAction () Scripting | |
![]() | DamageAttitudeTo (Pawn Other, float Damage) | |
![]() | bool | DefendMelee (float Dist) |
![]() | DelayedWarning () | |
![]() | DelayedWarning () Dead | |
![]() | DelayedWarning () GameEnded | |
![]() | float | Desireability (Pickup P) |
![]() | Destroyed () | |
![]() | DirectedWander (vector WanderDir) | |
![]() | DisplayDebug (Canvas Canvas, out float YL, out float YPos) | |
![]() | DoCharge () | |
![]() | bool | DontReuseTaunt (int T) |
![]() | DoRangedAttackOn (Actor A) | |
![]() | DoRangedAttackOn (Actor A) Dead | |
![]() | DoRangedAttackOn (Actor A) RangedAttack | |
![]() | DoRetreat () | |
![]() | DoStakeOut () | |
![]() | DoStakeOut () StakeOut | |
![]() | DoTacticalMove () | |
![]() | bool | DoWaitForLanding () |
![]() | bool | DoWaitForLanding () WaitingForLanding |
![]() | EndState () Charging | |
![]() | EndState () FindAir | |
![]() | EndState () Hunting | |
![]() | EndState () RestFormation | |
![]() | EndState () Scripting | |
![]() | EndState () StakeOut | |
![]() | EndState () TacticalMove | |
![]() | EndState () Testing | |
![]() | EnemyChanged (bool bNewEnemyVisible) | |
![]() | EnemyChanged (bool bNewEnemyVisible) Dead | |
![]() | EnemyChanged (bool bNewEnemyVisible) Fallback | |
![]() | EnemyChanged (bool bNewEnemyVisible) GameEnded | |
![]() | EnemyChanged (bool bNewEnemyVisible) MoveToGoalNoEnemy | |
![]() | EnemyChanged (bool bNewEnemyVisible) NoGoal | |
![]() | EnemyChanged (bool bNewEnemyVisible) Testing | |
![]() | EnemyNotVisible () Charging | |
![]() | EnemyNotVisible () Fallback | |
![]() | EnemyNotVisible () FindAir | |
![]() | EnemyNotVisible () RangedAttack | |
![]() | EnemyNotVisible () TacticalMove | |
![]() | EnemyNotVisible () VehicleCharging | |
![]() | bool | EnemyVisible () |
![]() | bool | EngageDirection (vector StrafeDir, bool bForced) TacticalMove |
![]() | ExecuteWhatToDoNext () | |
![]() | Actor | FaceActor (float StrafingModifier) |
![]() | Actor | FaceActor (float StrafingModifier) Retreating |
![]() | Actor | FaceMoveTarget () |
![]() | FearThisSpot (AvoidMarker aSpot) | |
![]() | FightEnemy (bool bCanCharge, float EnemyStrength) | |
![]() | bool | FindBestPathToward (Actor A, bool bCheckedReach, bool bAllowDetour) |
![]() | FindDestination () VehicleCharging | |
![]() | bool | FindInventoryGoal (float BestWeight) |
![]() | FindNewStakeOutDir () StakeOut | |
![]() | FindNextJumpTarget () Testing | |
![]() | FindNextMoveTarget () Testing | |
![]() | bool | FindRoamDest () |
![]() | bool | FindSuperPickup (float MaxDist) |
![]() | bool | FindViewSpot () |
![]() | bool | FindViewSpot () Hunting |
![]() | bool | FireWeaponAt (Actor A) |
![]() | bool | FireWeaponAt (Actor A) Fallback |
![]() | ForceCelebrate () | |
![]() | ForceGiveWeapon () | |
![]() | bool | Formation () |
![]() | bool | Formation () RestFormation |
![]() | FreeScript () | |
![]() | float | GetDesiredOffset () |
![]() | string | GetEnemyName () |
![]() | byte | GetMessageIndex (name PhraseName) |
![]() | Pawn | GetMyPlayer () |
![]() | string | GetOldEnemyName () |
![]() | actor | GetOrderObject () |
![]() | name | GetOrders () |
![]() | GetOutOfVehicle () | |
![]() | weapon | HasSuperWeapon () |
![]() | HearNoise (float Loudness, Actor NoiseMaker) | |
![]() | ImpactJump () | |
![]() | InitializeSkill (float InSkill) | |
![]() | InitPlayerReplicationInfo () | |
![]() | bool | IsHunting () |
![]() | bool | IsHunting () Hunting |
![]() | bool | IsRetreating () |
![]() | bool | IsRetreating () Fallback |
![]() | bool | IsRetreating () Retreating |
![]() | bool | IsShootingObjective () |
![]() | bool | IsShootingObjective () RangedAttack |
![]() | bool | IsSniping () |
![]() | bool | IsStrafing () |
![]() | bool | IsStrafing () TacticalMove |
![]() | LeaveScripting () Scripting | |
![]() | bool | LoseEnemy () |
![]() | bool | LostContact (float MaxTime) |
![]() | MayDodgeToMoveTarget () | |
![]() | MayFall () Charging | |
![]() | MayFall () Fallback | |
![]() | MayFall () Hunting | |
![]() | MayFall () Roaming | |
![]() | MayShootAtEnemy () Scripting | |
![]() | MissedDodge () | |
![]() | MonitoredPawnAlert () RestFormation | |
![]() | bool | NearWall (float walldist) |
![]() | bool | NeedToTurn (vector targ) |
![]() | bool | NeedWeapon () |
![]() | NotifyAddInventory (inventory NewItem) | |
![]() | bool | NotifyBump (actor Other) |
![]() | bool | NotifyBump (actor Other) Charging |
![]() | bool | NotifyBump (actor Other) Fallback |
![]() | NotifyFallingHitWall (vector HitNormal, actor HitActor) | |
![]() | bool | NotifyHeadVolumeChange (PhysicsVolume NewHeadVolume) FindAir |
![]() | bool | NotifyHitWall (vector HitNormal, actor Wall) |
![]() | bool | NotifyHitWall (vector HitNormal, actor Wall) FindAir |
![]() | bool | NotifyHitWall (vector HitNormal, actor Wall) TacticalMove |
![]() | NotifyJumpApex () | |
![]() | NotifyJumpApex () TacticalMove | |
![]() | NotifyKilled (Controller Killer, Controller Killed, pawn KilledPawn) | |
![]() | bool | NotifyLanded (vector HitNormal) |
![]() | bool | NotifyLanded (vector HitNormal) WaitingForLanding |
![]() | NotifyMissedJump () | |
![]() | bool | NotifyPhysicsVolumeChange (PhysicsVolume NewVolume) |
![]() | NotifyPostLanded () | |
![]() | NotifyTakeHit (pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum) | |
![]() | NotifyTakeHit (pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum) Charging | |
![]() | NotifyTakeHit (pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum) Hunting | |
![]() | NotifyTakeHit (pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum) StakeOut | |
![]() | PawnIsInPain (PhysicsVolume PainVolume) TacticalMove | |
![]() | PickDestination (bool bNoCharge) FindAir | |
![]() | PickDestination () Hunting | |
![]() | PickDestination () RestFormation | |
![]() | PickDestination () TacticalMove | |
![]() | bool | PickRetreatDestination () |
![]() | Possess (Pawn aPawn) | |
![]() | PostBeginPlay () | |
![]() | bool | PriorityObjective () |
![]() | bool | ProficientWithWeapon () |
![]() | float | RateWeapon (Weapon w) |
![]() | ReceiveProjectileWarning (Projectile proj) | |
![]() | ReceiveWarning (Pawn shooter, float projSpeed, vector FireDir) | |
![]() | RecoverFromBadStateCode () | |
![]() | float | RelativeStrength (Pawn Other) |
![]() | Reset () | |
![]() | ResetSkill () | |
![]() | Restart () | |
![]() | Restart () Scripting | |
![]() | bool | ScriptingOverridesAI () |
![]() | SeePlayer (Pawn SeenPlayer) | |
![]() | SeePlayer (Pawn SeenPlayer) Hunting | |
![]() | SeePlayer (Pawn SeenPlayer) StakeOut | |
![]() | SendMessage (PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait, name BroadcastType) | |
![]() | SetAlertness (float NewAlertness) | |
![]() | SetAttractionState () | |
![]() | SetAttractionState () Dead | |
![]() | SetAttractionState () GameEnded | |
![]() | SetAttractionState () Testing | |
![]() | SetCombatTimer () | |
![]() | SetEnemyInfo (bool bNewEnemyVisible) | |
![]() | SetEnemyReaction (int AlertnessLevel) | |
![]() | SetFall () | |
![]() | SetFall () TacticalMove | |
![]() | SetFocus () StakeOut | |
![]() | SetLowGrav (bool bSet) Testing | |
![]() | SetMaxDesiredSpeed () | |
![]() | SetMoveTarget () Scripting | |
![]() | SetNewScript (ScriptedSequence NewScript) | |
![]() | SetOrders (name NewOrders, Controller OrderGiver) | |
![]() | SetPeripheralVision () | |
![]() | bool | SetRouteToGoal (Actor A) |
![]() | bool | SetRouteToGoal (Actor A) Dead |
![]() | SetTemporaryOrders (name NewOrders, Controller OrderGiver) | |
![]() | SetupSpecialPathAbilities () | |
![]() | bool | ShouldFireAgain (float RefireRate) |
![]() | bool | ShouldKeepShielding () |
![]() | bool | ShouldPerformScript () |
![]() | bool | ShouldStrafeTo (Actor WayPoint) |
![]() | SoakStop (string problem) | |
![]() | Startle (Actor Feared) | |
![]() | Startle (Actor Feared) Startled | |
![]() | bool | StartMoveToward (Actor O) |
![]() | StopFiring () | |
![]() | StopFiring () RangedAttack | |
![]() | StopFiring () ShieldSelf | |
![]() | bool | Stopped () |
![]() | bool | Stopped () RangedAttack |
![]() | bool | Stopped () ShieldSelf |
![]() | bool | Stopped () StakeOut |
![]() | bool | StrafeFromDamage (float Damage, class<DamageType> DamageType, bool bFindDest) |
![]() | bool | StrafeFromDamage (float Damage, class<DamageType> DamageType, bool bFindDest) Charging |
![]() | float | SuperDesireability (Pickup P) |
![]() | bool | SuperPickupNotSpokenFor (Pickup P) |
![]() | SwitchToBestWeapon () GameEnded | |
![]() | bool | TestDirection (vector dir, out vector pick) |
![]() | TimedFireWeaponAtEnemy () | |
![]() | Timer () Charging | |
![]() | Timer () Dead | |
![]() | Timer () FindAir | |
![]() | Timer () GameEnded | |
![]() | Timer () Hunting | |
![]() | Timer () MoveToGoal | |
![]() | Timer () MoveToGoalWithEnemy | |
![]() | Timer () RangedAttack | |
![]() | Timer () RestFormation | |
![]() | Timer () Scripting | |
![]() | Timer () StakeOut | |
![]() | Timer () TacticalMove | |
![]() | Timer () Testing | |
![]() | Timer () VehicleCharging | |
![]() | Timer () WaitingForLanding | |
![]() | Trigger (actor Other, pawn EventInstigator) | |
![]() | TryCombo (string ComboName) | |
![]() | bool | TryStrafe (vector sideDir) Charging |
![]() | bool | TryToDuck (vector duckDir, bool bReversed) |
![]() | bool | TryToDuck (vector duckDir, bool bReversed) Charging |
![]() | bool | TryWallDodge (vector HitNormal, actor HitActor) |
![]() | UnPossess () Scripting | |
![]() | UpdatePawnViewPitch () | |
![]() | VehicleFightEnemy (bool bCanCharge, float EnemyStrength) | |
![]() | WaitForMover (Mover M) | |
![]() | WanderOrCamp (bool bMayCrouch) | |
![]() | WanderOrCamp (bool bMayCrouch) Dead | |
![]() | WanderOrCamp (bool bMayCrouch) GameEnded | |
![]() | WanderOrCamp (bool bMayCrouch) Testing | |
![]() | WasKilledBy (Controller Other) | |
![]() | bool | WeaponFireAgain (float RefireRate, bool bFinishedFire) |
![]() | float | WeaponPreference (Weapon W) |
![]() | WhatToDoNext (byte CallingByte) | |
![]() | WhatToDoNext (byte CallingByte) Dead | |
![]() | WhatToDoNext (byte CallingByte) GameEnded | |
![]() | WhatToDoNext (byte CallingByte) Testing | |
![]() | YellAt (Pawn Moron) |
Inherited Functions from Engine.AIController |
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AdjustDesireFor, AdjustView, DisplayDebug, GetFacingDirection, GetOrderObject, GetOrders, MoverFinished, PreBeginPlay, PrepareForMove, PriorityObjective, RateWeapon, Reset, SetOrders, Startle, Trigger, TriggerScript, UnderLift, WaitForMover, WaitToSeeEnemy, WeaponFireAgain |
States Summary |
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Charging Source code |
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state Charging extends MoveToGoalWithEnemy |
EndState, EnemyNotVisible, MayFall, NotifyBump, NotifyTakeHit, StrafeFromDamage, Timer, TryStrafe, TryToDuck |
Dead Source code |
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state Dead |
BeginState, Celebrate, DelayedWarning, DoRangedAttackOn, EnemyChanged, SetAttractionState, SetRouteToGoal, Timer, WanderOrCamp, WhatToDoNext |
Fallback Source code |
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state Fallback extends MoveToGoalWithEnemy |
EnemyChanged, EnemyNotVisible, FireWeaponAt, IsRetreating, MayFall, NotifyBump |
FindAir Source code |
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state FindAir |
BeginState, EndState, EnemyNotVisible, NotifyHeadVolumeChange, NotifyHitWall, PickDestination, Timer |
GameEnded Source code |
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state GameEnded |
BeginState, Celebrate, DelayedWarning, EnemyChanged, SetAttractionState, SwitchToBestWeapon, Timer, WanderOrCamp, WhatToDoNext |
Hunting Source code |
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state Hunting extends MoveToGoalWithEnemy |
BeginState, EndState, FindViewSpot, IsHunting, MayFall, NotifyTakeHit, PickDestination, SeePlayer, Timer |
MoveToGoal Source code |
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state MoveToGoal |
BeginState, CheckPathToGoalAround, Timer |
MoveToGoalNoEnemy Source code |
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state MoveToGoalNoEnemy extends MoveToGoal |
EnemyChanged |
MoveToGoalWithEnemy Source code |
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state MoveToGoalWithEnemy extends MoveToGoal |
Timer |
NoGoal Source code |
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state NoGoal |
EnemyChanged |
RangedAttack Source code |
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state RangedAttack |
BeginState, CancelCampFor, DoRangedAttackOn, EnemyNotVisible, IsShootingObjective, StopFiring, Stopped, Timer |
RestFormation Source code |
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state RestFormation extends NoGoal |
BeginState, CancelCampFor, EndState, Formation, MonitoredPawnAlert, PickDestination, Timer |
Retreating Source code |
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state Retreating extends Fallback |
BeginState, FaceActor, IsRetreating |
Roaming Source code |
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state Roaming extends MoveToGoalNoEnemy |
MayFall |
Scripting Source code |
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state Scripting |
AbortScript, CancelCampFor, ClearPathFor, CompleteAction, EndState, LeaveScripting, MayShootAtEnemy, Restart, SetMoveTarget, Timer, UnPossess |
ShieldSelf Source code |
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state ShieldSelf |
BeginState, CancelCampFor, StopFiring, Stopped |
StakeOut Source code |
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state StakeOut |
AdjustAim, BeginState, CanAttack, DoStakeOut, EndState, FindNewStakeOutDir, NotifyTakeHit, SeePlayer, SetFocus, Stopped, Timer |
Startled Source code |
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state Startled |
BeginState, Startle |
TacticalMove Source code |
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state TacticalMove |
BeginState, ChangeStrafe, EndState, EnemyNotVisible, EngageDirection, IsStrafing, NotifyHitWall, NotifyJumpApex, PawnIsInPain, PickDestination, SetFall, Timer |
Testing Source code |
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state Testing |
AvoidCertainDeath, BeginState, Celebrate, EndState, EnemyChanged, FindNextJumpTarget, FindNextMoveTarget, SetAttractionState, SetLowGrav, Timer, WanderOrCamp, WhatToDoNext |
VehicleCharging Source code |
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state VehicleCharging extends MoveToGoalWithEnemy |
EnemyNotVisible, FindDestination, Timer |
WaitingForLanding Source code |
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state WaitingForLanding |
BeginState, DoWaitForLanding, NotifyLanded, Timer |
Constants Detail |
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Variables Detail |
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Enumerations Detail |
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FOLLOWSCRIPT_IgnoreAllStimuli, FOLLOWSCRIPT_IgnoreEnemies, FOLLOWSCRIPT_StayOnScript, FOLLOWSCRIPT_LeaveScriptForCombat};
Functions Detail |
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Defaultproperties |
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defaultproperties { bLeadTarget=True Aggressiveness=0.400000 LastAttractCheck=-10000.000000 BaseAggressiveness=0.400000 CombatStyle=0.200000 TranslocUse=1.000000 ScriptedCombat=FOLLOWSCRIPT_LeaveScriptForCombat LastSearchTime=-10000.000000 ComboNames(0)="xGame.ComboSpeed" ComboNames(1)="xGame.ComboBerserk" ComboNames(2)="xGame.ComboDefensive" ComboNames(3)="xGame.ComboInvis" 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" FovAngle=85.000000 bIsPlayer=True OldMessageTime=-100.000000 PlayerReplicationInfoClass=Class'UnrealGame.TeamPlayerReplicationInfo' } |
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