There is no spoon

UE2:Bot instance functions (UT2004)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT2004 Object >> Actor >> Controller >> AIController >> ScriptedController >> Bot (instance functions)

Contents

Bot instance functions in other games:
UT, UT2003
Other member categories for this class:
internal variables, states

Instance functions[edit]

AdjustAim[edit]

function Object.Rotator AdjustAim (Actor.FireProperties FiredAmmunition, Object.Vector projStart, int aimerror)

Overrides: ScriptedController.AdjustAim


AdjustAimError[edit]

function float AdjustAimError (float aimerror, float TargetDist, bool bDefendMelee, bool bInstantProj, bool bLeadTargetNow)


AdjustAround[edit]

function bool AdjustAround (Pawn Other)


AlternateTranslocDest[edit]

function Actor AlternateTranslocDest ()


AssignSquadResponsibility[edit]

function bool AssignSquadResponsibility ()


AutoTaunt[edit]

function bool AutoTaunt ()

Overrides: Controller.AutoTaunt


BotVoiceMessage[edit]

function BotVoiceMessage (name messagetype, byte MessageID, Controller Sender)

Overrides: Controller.BotVoiceMessage


CanAttack[edit]

function bool CanAttack (Actor Other)


CancelCampFor[edit]

function CancelCampFor (Controller C)


CanCombo[edit]

function bool CanCombo ()


CanComboMoving[edit]

function bool CanComboMoving ()


CanDoubleJump[edit]

function bool CanDoubleJump (Pawn Other)


CanImpactJump[edit]

function bool CanImpactJump ()


CanStakeOut[edit]

function bool CanStakeOut ()


CanUseTranslocator[edit]

function bool CanUseTranslocator ()


Celebrate[edit]

function Celebrate ()


ChangedWeapon[edit]

function ChangedWeapon ()

Overrides: Controller.ChangedWeapon


ChangeStrafe[edit]

function ChangeStrafe ()


CheckFutureSight[edit]

function bool CheckFutureSight (float deltatime)

Overrides: Controller.CheckFutureSight


CheckIfShouldCrouch[edit]

function CheckIfShouldCrouch (Object.Vector StartPosition, Object.Vector TargetPosition, float probability)


CheckPathToGoalAround[edit]

function bool CheckPathToGoalAround (Pawn P)


ChooseAttackMode[edit]

function ChooseAttackMode ()


ClearPathFor[edit]

function ClearPathFor (Controller C)


ClearShot[edit]

function bool ClearShot (Object.Vector TargetLoc, bool bImmediateFire)


ClearTemporaryOrders[edit]

function ClearTemporaryOrders ()


DamageAttitudeTo[edit]

function DamageAttitudeTo (Pawn Other, float Damage)

Overrides: Controller.damageAttitudeTo


DefendMelee[edit]

function bool DefendMelee (float Dist)


DirectedWander[edit]

function DirectedWander (Object.Vector WanderDir)


DisplayDebug[edit]

function DisplayDebug (Canvas Canvas, out float YL, out float YPos)

Overrides: AIController.DisplayDebug


DoCharge[edit]

function DoCharge ()


DontReuseTaunt[edit]

function bool DontReuseTaunt (int T)

Overrides: Controller.DontReuseTaunt


DoRangedAttackOn[edit]

function DoRangedAttackOn (Actor A)


DoRetreat[edit]

function DoRetreat ()


DoStakeOut[edit]

function DoStakeOut ()


DoTacticalMove[edit]

function DoTacticalMove ()


DoWaitForLanding[edit]

function bool DoWaitForLanding ()


EnemyChanged[edit]

function EnemyChanged (bool bNewEnemyVisible)


EnemyVisible[edit]

function bool EnemyVisible ()


ExecuteWhatToDoNext[edit]

function ExecuteWhatToDoNext ()


FaceActor[edit]

function Actor FaceActor (float StrafingModifier)


FaceMoveTarget[edit]

function Actor FaceMoveTarget ()


FearThisSpot[edit]

function FearThisSpot (AvoidMarker aSpot)

Overrides: Controller.FearThisSpot


FightEnemy[edit]

function FightEnemy (bool bCanCharge, float EnemyStrength)


FindBestPathToward[edit]

function bool FindBestPathToward (Actor A, bool bCheckedReach, bool bAllowDetour)


FindInventoryGoal[edit]

function bool FindInventoryGoal (float BestWeight)


FindRoamDest[edit]

function bool FindRoamDest ()


FindSuperPickup[edit]

function bool FindSuperPickup (float MaxDist)


FindViewSpot[edit]

function bool FindViewSpot ()


FireWeaponAt[edit]

function bool FireWeaponAt (Actor A)

Overrides: Controller.FireWeaponAt


ForceCelebrate[edit]

function ForceCelebrate ()


ForceGiveWeapon[edit]

function ForceGiveWeapon ()


Formation[edit]

function bool Formation ()


FreeScript[edit]

function FreeScript ()


GetDesiredOffset[edit]

function float GetDesiredOffset ()


GetEnemyName[edit]

function string GetEnemyName ()


GetMessageIndex[edit]

function byte GetMessageIndex (name PhraseName)

Overrides: Controller.GetMessageIndex


GetMyPlayer[edit]

function Pawn GetMyPlayer ()

Overrides: ScriptedController.GetMyPlayer


GetOldEnemyName[edit]

function string GetOldEnemyName ()


GetOrderObject[edit]

function Actor GetOrderObject ()

Overrides: AIController.GetOrderObject


GetOrders[edit]

function name GetOrders ()

Overrides: AIController.GetOrders


GetOutOfVehicle[edit]

function GetOutOfVehicle ()


HasSuperWeapon[edit]

function Weapon HasSuperWeapon ()


ImpactJump[edit]

function ImpactJump ()


InitializeSkill[edit]

function InitializeSkill (float InSkill)


InitPlayerReplicationInfo[edit]

function InitPlayerReplicationInfo ()

Overrides: Controller.InitPlayerReplicationInfo


IsHunting[edit]

function bool IsHunting ()


IsRetreating[edit]

function bool IsRetreating ()


IsShootingObjective[edit]

function bool IsShootingObjective ()


IsSniping[edit]

function bool IsSniping ()


IsStrafing[edit]

function bool IsStrafing ()


LoseEnemy[edit]

function bool LoseEnemy ()


LostContact[edit]

function bool LostContact (float MaxTime)


NearWall[edit]

function bool NearWall (float walldist)


NeedToTurn[edit]

function bool NeedToTurn (Object.Vector targ)


NeedWeapon[edit]

function bool NeedWeapon ()


NotifyAddInventory[edit]

function NotifyAddInventory (Inventory NewItem)

Overrides: Controller.NotifyAddInventory


NotifyKilled[edit]

function NotifyKilled (Controller Killer, Controller Killed, Pawn KilledPawn)

Overrides: Controller.NotifyKilled


NotifyTakeHit[edit]

function NotifyTakeHit (Pawn InstigatedBy, Object.Vector HitLocation, int Damage, class<DamageTypedamageType, Object.Vector Momentum)

Overrides: Controller.NotifyTakeHit


PickRetreatDestination[edit]

function bool PickRetreatDestination ()


Possess[edit]

function Possess (Pawn aPawn)

Overrides: Controller.Possess


PriorityObjective[edit]

function bool PriorityObjective ()

Overrides: AIController.PriorityObjective


ProficientWithWeapon[edit]

function bool ProficientWithWeapon ()


RateWeapon[edit]

simulated function float RateWeapon (Weapon w)

Overrides: AIController.RateWeapon


ReceiveProjectileWarning[edit]

function ReceiveProjectileWarning (Projectile proj)

Overrides: Controller.ReceiveProjectileWarning


RelativeStrength[edit]

function float RelativeStrength (Pawn Other)


Reset[edit]

function Reset ()

Overrides: AIController.Reset


ResetSkill[edit]

function ResetSkill ()


Restart[edit]

function Restart ()

Overrides: Controller.Restart


ScriptingOverridesAI[edit]

function bool ScriptingOverridesAI ()


SendMessage[edit]

function SendMessage (PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait, name BroadcastType)

Overrides: Controller.SendMessage


SetAlertness[edit]

function SetAlertness (float NewAlertness)


SetAttractionState[edit]

function SetAttractionState ()


SetCombatTimer[edit]

function SetCombatTimer ()


SetEnemyInfo[edit]

function SetEnemyInfo (bool bNewEnemyVisible)


SetEnemyReaction[edit]

function SetEnemyReaction (int AlertnessLevel)

Overrides: ScriptedController.SetEnemyReaction


SetFall[edit]

function SetFall ()

Overrides: Controller.SetFall


SetMaxDesiredSpeed[edit]

function SetMaxDesiredSpeed ()


SetNewScript[edit]

function SetNewScript (ScriptedSequence NewScript)

Overrides: ScriptedController.SetNewScript


SetOrders[edit]

function SetOrders (name NewOrders, Controller OrderGiver)

Overrides: AIController.SetOrders


SetPeripheralVision[edit]

function SetPeripheralVision ()


SetRouteToGoal[edit]

function bool SetRouteToGoal (Actor A)


SetTemporaryOrders[edit]

function SetTemporaryOrders (name NewOrders, Controller OrderGiver)


ShouldFireAgain[edit]

function bool ShouldFireAgain (float RefireRate)


ShouldKeepShielding[edit]

function bool ShouldKeepShielding ()


ShouldPerformScript[edit]

function bool ShouldPerformScript ()


ShouldStrafeTo[edit]

function bool ShouldStrafeTo (Actor WayPoint)


Startle[edit]

function Startle (Actor Feared)

Overrides: AIController.Startle


StartMoveToward[edit]

function bool StartMoveToward (Actor O)


StopFiring[edit]

function StopFiring ()

Overrides: Controller.StopFiring


Stopped[edit]

function bool Stopped ()


StrafeFromDamage[edit]

function bool StrafeFromDamage (float Damage, class<DamageTypeDamageType, bool bFindDest)


SuperPickupNotSpokenFor[edit]

function bool SuperPickupNotSpokenFor (Pickup P)


TestDirection[edit]

function bool TestDirection (Object.Vector dir, out Object.Vector pick)


TimedFireWeaponAtEnemy[edit]

function TimedFireWeaponAtEnemy ()


TryCombo[edit]

function TryCombo (string ComboName)


TryToDuck[edit]

function bool TryToDuck (Object.Vector duckDir, bool bReversed)


TryWallDodge[edit]

function bool TryWallDodge (Object.Vector HitNormal, Actor HitActor)


UpdatePawnViewPitch[edit]

function UpdatePawnViewPitch ()


VehicleFightEnemy[edit]

function VehicleFightEnemy (bool bCanCharge, float EnemyStrength)


WaitForMover[edit]

function WaitForMover (Mover M)

Overrides: AIController.WaitForMover


WanderOrCamp[edit]

function WanderOrCamp (bool bMayCrouch)


WasKilledBy[edit]

function WasKilledBy (Controller Other)

Overrides: Controller.WasKilledBy


WeaponFireAgain[edit]

function bool WeaponFireAgain (float RefireRate, bool bFinishedFire)

Overrides: ScriptedController.WeaponFireAgain


WeaponPreference[edit]

function float WeaponPreference (Weapon W)

Overrides: Controller.WeaponPreference


WhatToDoNext[edit]

function WhatToDoNext (byte CallingByte)


YellAt[edit]

function YellAt (Pawn Moron)