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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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