Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
Core.Object | +-- Engine.Actor | +-- Engine.Controller | +-- Engine.AIController | +-- Gameplay.ScriptedController | +-- UnrealGame.Bot
xBot
Constants Summary | ||
---|---|---|
AngleConvert | = | 0.0000958738 |
ENEMYLOCATIONFUZZ | = | 1200 |
MAXSTAKEOUTDIST | = | 2000 |
MINSTRAFEDIST | = | 200 |
MINVIEWDIST | = | 200 |
TACTICALHEIGHTADVANTAGE | = | 320 |
Inherited Variables from Engine.AIController |
---|
bAdjustFromWalls, bHunting, bPlannedJump, MyScript, Skill |
Enumerations Summary | ||
---|---|---|
EScriptFollow FOLLOWSCRIPT_IgnoreAllStimuli, FOLLOWSCRIPT_IgnoreEnemies, FOLLOWSCRIPT_StayOnScript, FOLLOWSCRIPT_LeaveScriptForCombat |
Functions Summary | ||
---|---|---|
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 |
---|
AdjustDesireFor, AdjustView, DisplayDebug, GetFacingDirection, GetOrderObject, GetOrders, MoverFinished, PreBeginPlay, PrepareForMove, PriorityObjective, RateWeapon, Reset, SetOrders, Startle, Trigger, TriggerScript, UnderLift, WaitForMover, WaitToSeeEnemy, WeaponFireAgain |
States Summary |
---|
Charging Source code |
---|
state Charging extends MoveToGoalWithEnemy |
EndState, EnemyNotVisible, MayFall, NotifyBump, NotifyTakeHit, StrafeFromDamage, Timer, TryStrafe, TryToDuck |
Dead Source code |
---|
state Dead |
BeginState, Celebrate, DelayedWarning, DoRangedAttackOn, EnemyChanged, SetAttractionState, SetRouteToGoal, Timer, WanderOrCamp, WhatToDoNext |
Fallback Source code |
---|
state Fallback extends MoveToGoalWithEnemy |
EnemyChanged, EnemyNotVisible, FireWeaponAt, IsRetreating, MayFall, NotifyBump |
FindAir Source code |
---|
state FindAir |
BeginState, EndState, EnemyNotVisible, NotifyHeadVolumeChange, NotifyHitWall, PickDestination, Timer |
GameEnded Source code |
---|
state GameEnded |
BeginState, Celebrate, DelayedWarning, EnemyChanged, SetAttractionState, SwitchToBestWeapon, Timer, WanderOrCamp, WhatToDoNext |
Hunting Source code |
---|
state Hunting extends MoveToGoalWithEnemy |
BeginState, EndState, FindViewSpot, IsHunting, MayFall, NotifyTakeHit, PickDestination, SeePlayer, Timer |
MoveToGoal Source code |
---|
state MoveToGoal |
BeginState, CheckPathToGoalAround, Timer |
MoveToGoalNoEnemy Source code |
---|
state MoveToGoalNoEnemy extends MoveToGoal |
EnemyChanged |
MoveToGoalWithEnemy Source code |
---|
state MoveToGoalWithEnemy extends MoveToGoal |
Timer |
NoGoal Source code |
---|
state NoGoal |
EnemyChanged |
RangedAttack Source code |
---|
state RangedAttack |
BeginState, CancelCampFor, DoRangedAttackOn, EnemyNotVisible, IsShootingObjective, StopFiring, Stopped, Timer |
RestFormation Source code |
---|
state RestFormation extends NoGoal |
BeginState, CancelCampFor, EndState, Formation, MonitoredPawnAlert, PickDestination, Timer |
Retreating Source code |
---|
state Retreating extends Fallback |
BeginState, FaceActor, IsRetreating |
Roaming Source code |
---|
state Roaming extends MoveToGoalNoEnemy |
MayFall |
Scripting Source code |
---|
state Scripting |
AbortScript, CancelCampFor, ClearPathFor, CompleteAction, EndState, LeaveScripting, MayShootAtEnemy, Restart, SetMoveTarget, Timer, UnPossess |
ShieldSelf Source code |
---|
state ShieldSelf |
BeginState, CancelCampFor, StopFiring, Stopped |
StakeOut Source code |
---|
state StakeOut |
AdjustAim, BeginState, CanAttack, DoStakeOut, EndState, FindNewStakeOutDir, NotifyTakeHit, SeePlayer, SetFocus, Stopped, Timer |
Startled Source code |
---|
state Startled |
BeginState, Startle |
TacticalMove Source code |
---|
state TacticalMove |
BeginState, ChangeStrafe, EndState, EnemyNotVisible, EngageDirection, IsStrafing, NotifyHitWall, NotifyJumpApex, PawnIsInPain, PickDestination, SetFall, Timer |
Testing Source code |
---|
state Testing |
AvoidCertainDeath, BeginState, Celebrate, EndState, EnemyChanged, FindNextJumpTarget, FindNextMoveTarget, SetAttractionState, SetLowGrav, Timer, WanderOrCamp, WhatToDoNext |
VehicleCharging Source code |
---|
state VehicleCharging extends MoveToGoalWithEnemy |
EnemyNotVisible, FindDestination, Timer |
WaitingForLanding Source code |
---|
state WaitingForLanding |
BeginState, DoWaitForLanding, NotifyLanded, Timer |
Constants Detail |
---|
Variables Detail |
---|
Enumerations Detail |
---|
FOLLOWSCRIPT_IgnoreAllStimuli, FOLLOWSCRIPT_IgnoreEnemies, FOLLOWSCRIPT_StayOnScript, FOLLOWSCRIPT_LeaveScriptForCombat};
Functions Detail |
---|
Defaultproperties |
---|
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 } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |