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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 { OldMessageTime=-100.0 TranslocUse=+1.0 LastAttractCheck=-10000.0 LastSearchTime=-10000.0 FovAngle=+00085.000000 bCanOpenDoors=true bCanDoSpecial=true bIsPlayer=true bLeadTarget=True Aggressiveness=+00000.40000 BaseAggressiveness=+00000.40000 CombatStyle=+00000.20000 bStasis=false RotationRate=(Pitch=3072,Yaw=30000,Roll=2048) RemoteRole=ROLE_None PlayerReplicationInfoClass=Class'UnrealGame.TeamPlayerReplicationInfo' 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 ScriptedCombat=FOLLOWSCRIPT_LeaveScriptForCombat } |
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