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UE3:AIController (UDK)

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UDK Object >> Actor >> Controller >> AIController
Package: 
Engine
Implemented interfaces
Interface_NavigationHandle
Direct subclasses:
GameAIController, UTBot
This class in other games:
UE2Runtime, U2, UT2003, UT2004, U2XMP, UT3

AIController, the base class of AI.

Controllers are non-physical actors that can be attached to a pawn to control its actions. AIControllers implement the artificial intelligence for the pawns they control.

Properties

bAdjustFromWalls

Type: bool

auto-adjust around corners, with no hitwall notification for controller or pawn if wall is hit during a MoveTo() or MoveToward() latent execution.

Default value: True

bReverseScriptedRoute

Type: bool

if true, we're following the scripted route in reverse

ScriptedFocus

Type: Actor

view focus from last scripted action

ScriptedMoveTarget

Type: Actor

Move target from last scripted action

ScriptedRoute

Type: Route

Route from last scripted action; if valid, sets ScriptedMoveTarget with the points along the route

ScriptedRouteIndex

Type: int

if ScriptedRoute is valid, the index of the current point we're moving to

Skill

Type: float

skill, scaled by game difficulty (add difficulty to this value)

Default values

Property Value
bCanDoSpecial True
MinHitWall -0.5

Subobjects

Sprite

Class: Engine.SpriteComponent

Inherits from: Controller.Sprite

Property Value
ReplacementPrimitive None

Functions

Events

GetPlayerViewPoint

simulated event GetPlayerViewPoint (out Object.Vector out_Location, out Object.Rotator out_Rotation)

Overrides: Controller.GetPlayerViewPoint

(Description copied from Controller.GetPlayerViewPoint)
Returns Player's Point of View For the AI this means the Pawn's 'Eyes' ViewPoint For a Human player, this means the Camera's ViewPoint

Output: out_rotation, view rotation of player

PreBeginPlay

event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


Reset

event Reset ()

Overrides: Controller.Reset


SetTeam

event SetTeam (int inTeamIdx)


Other instance functions

CanFireWeapon

function bool CanFireWeapon (Weapon Wpn, byte FireModeNum)


DisplayDebug

simulated function DisplayDebug (HUD HUD, out float out_YL, out float out_YPos)

Overrides: Controller.DisplayDebug

list important AIController variables on canvas. HUD will call DisplayDebug() on the current ViewTarget when the ShowDebug exec is used

Parameters:

  • HUD - HUD with canvas to draw on
  • out_YL - Height of the current font
  • out_YPos - Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line.

GetOrderObject

function Actor GetOrderObject ()


GetOrders

function name GetOrders ()


NotifyWeaponFinishedFiring

function NotifyWeaponFinishedFiring (Weapon W, byte FireMode)


NotifyWeaponFired

function NotifyWeaponFired (Weapon W, byte FireMode)


OnAIMoveToActor

function OnAIMoveToActor (SeqAct_AIMoveToActor Action)

Scripting hook to move this AI to a specific actor.

PriorityObjective

function bool PriorityObjective ()


SetOrders

function SetOrders (name NewOrders, Controller OrderGiver)


ShouldRefire

function bool ShouldRefire ()


States

ScriptedMove

Simple scripted movement state, attempts to pathfind to ScriptedMoveTarget and returns execution to previous state upon either success/failure.

ScriptedMove.PoppedState

event PoppedState ()

Overrides: Object.PoppedState (global)

Called immediately in the current state that is being popped off of the state stack, before the new state is activated.

ScriptedMove.PushedState

event PushedState ()

Overrides: Object.PushedState (global)

Called immediately in the new state that was pushed onto the state stack, before any state code is executed.

ScriptedRouteMove

ScriptedRouteMove.PoppedState

event PoppedState ()

Overrides: Object.PoppedState (global)

Called immediately in the current state that is being popped off of the state stack, before the new state is activated.