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UT2k4Assault.AssaultSquadAI

Extends
SquadAI

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Info
      |   
      +-- Engine.ReplicationInfo
         |   
         +-- UnrealGame.SquadAI
            |   
            +-- UT2k4Assault.AssaultSquadAI

Variables Summary
boolbVehicleEntriesInitialized
array<Trigger_ASUseAndRespawn>EntryTriggers
PawnFocusPawn
Inherited Variables from UnrealGame.SquadAI
AlternatePath, AlternatePathTag, AttackString, bAddTransientCosts, bFreelance, bFreelanceAttack, bFreelanceDefend, bRoamingSquad, CurrentOrders, DefendString, Enemies[8], FreelanceScripts, FreelanceString, GatherThreshold, HoldString, LeaderPRI, MaxSquadSize, NextSquad, RestingFormation, RestingFormationClass, Size, SquadLeader, SquadMembers, SquadObjective, SupportString, SupportStringTrailer, Team

Functions Summary
functionfloat AssessThreat (Bot B, Pawn NewThreat, bool bThreatVisible ))
functionbool AssignSquadResponsibility (Bot B))
function BotEnteredVehicle (Bot B))
functionVehicle GetKeyVehicle (Bot B))
functionVehicle GetLinkVehicle (Bot B))
functionname GetOrders ()))
functionString GetOrderStringFor (TeamPlayerReplicationInfo PRI))
functionfloat MaxVehicleDist (Pawn P))
function MergeWith (SquadAI S))
functionfloat ModifyThreat (float current, Pawn NewThreat, bool bThreatVisible, Bot B))
functionbool MustKeepEnemy (Pawn E))
functionbool NeverBail (Pawn P))
functionclass<PawnObjectiveConstraintClass ()))
function PickNewLeader ()))
functionbyte PriorityObjective (Bot B))
function Reset ()))
functionbool ShouldSuppressEnemy (Bot B))
Inherited Functions from UnrealGame.SquadAI
AddBot, AddEnemy, AddTransientCosts, AllowDetourTo, AllowImpactJumpBy, AllowTaunt, AllowTranslocationBy, AssessThreat, AssignCombo, AssignSquadResponsibility, BeDevious, BotEnteredVehicle, BotSuitability, CautiousAdvance, CheckSpecialVehicleObjectives, CheckSquadObjectives, CheckVehicle, ClearPathFor, CloseToLeader, CriticalObjectiveWarning, Destroyed, DisplayDebug, FindNewEnemyFor, FindPathToObjective, FormationCenter, FriendlyToward, GetFacingRotation, GetKeyVehicle, GetLinkVehicle, GetOrders, GetOrderStringFor, GetRestingFormation, GetShortOrderStringFor, GetSize, Initialize, IsDefending, IsOnSquad, LostEnemy, MaxVehicleDist, MergeEnemiesFrom, MergeWith, ModifyThreat, MustKeepEnemy, NearFormationCenter, NeverBail, NotifyKilled, OverrideFollowPlayer, PickBotToReassign, PickNewLeader, PickRetreatDestination, PriorityObjective, RemoveBot, RemoveEnemy, RemovePlayer, Reset, Retask, SetAlternatePath, SetDefenseScriptFor, SetEnemy, SetFacingActor, SetFinalStretch, SetFreelanceScriptFor, SetLeader, SetObjective, ShouldDeferTo, ShouldDestroyTranslocator, ShouldSuppressEnemy, SwitchBots, TellBotToFollow, Tick, TryToIntercept, UnderFire, ValidEnemy, VehicleDesireability, WaitAtThisPosition, WanderNearLeader


Variables Detail

bVehicleEntriesInitialized Source code

var bool bVehicleEntriesInitialized;

EntryTriggers Source code

var array<Trigger_ASUseAndRespawn> EntryTriggers;

FocusPawn Source code

var Pawn FocusPawn;


Functions Detail

AssessThreat Source code

function float AssessThreat ( Bot B, Pawn NewThreat, bool bThreatVisible ) )

AssignSquadResponsibility Source code

function bool AssignSquadResponsibility ( Bot B) )

BotEnteredVehicle Source code

function BotEnteredVehicle ( Bot B) )

GetKeyVehicle Source code

function Vehicle GetKeyVehicle ( Bot B) )

GetLinkVehicle Source code

function Vehicle GetLinkVehicle ( Bot B) )

GetOrders Source code

function name GetOrders ( ) )

GetOrderStringFor Source code

simulated function String GetOrderStringFor ( TeamPlayerReplicationInfo PRI) )

MaxVehicleDist Source code

function float MaxVehicleDist ( Pawn P) )

MergeWith Source code

function MergeWith ( SquadAI S) )

ModifyThreat Source code

function float ModifyThreat ( float current, Pawn NewThreat, bool bThreatVisible, Bot B) )

MustKeepEnemy Source code

function bool MustKeepEnemy ( Pawn E) )

NeverBail Source code

function bool NeverBail ( Pawn P) )

ObjectiveConstraintClass Source code

function class<Pawn> ObjectiveConstraintClass ( ) )

PickNewLeader Source code

function PickNewLeader ( ) )

PriorityObjective Source code

function byte PriorityObjective ( Bot B) )

Reset Source code

function Reset ( ) )

ShouldSuppressEnemy Source code

function bool ShouldSuppressEnemy ( Bot B) )


Defaultproperties

defaultproperties
{
	GatherThreshold=+0.0
	MaxSquadSize=3
	bRoamingSquad=false
	bAddTransientCosts=true
}

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Creation time: Do 14.8.2014 09:57:59.566 - Created with UnCodeX