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UE3:UTSquadAI (UT3)

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UT3 Object >> Actor >> Info >> ReplicationInfo >> UTSquadAI

Contents

Package: 
UTGame
Direct subclasses:
UTCTFSquadAI, UTDMSquad, UTGreedSquadAI, UTOnslaughtSquadAI
This class in other games:
UDK

operational AI control for TeamGame

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

[edit] Constants

[edit] NEAROBJECTIVEDIST

Value: 2000.0


[edit] Properties

[edit] AttackString

Type: string

Modifiers: localized


Default value: "attacking"

[edit] bAddTransientCosts

Type: bool


[edit] bFreelance

Type: bool


[edit] bFreelanceAttack

Type: bool


[edit] bFreelanceDefend

Type: bool


[edit] bRoamingSquad

Type: bool


Default value: True

[edit] bShouldUseGatherPoints

Type: bool

whether bots should tend to wait to group up near the end of the squad route

[edit] CurrentOrders

Type: name


[edit] DefendString

Type: string

Modifiers: localized


Default value: "defending"

[edit] Enemies

Type: Pawn

Array size: 8


[edit] FormationSize

Type: float


Default value: 1100.0

[edit] FreelanceString

Type: string

Modifiers: localized


Default value: "Sweeper"

[edit] HoldString

Type: string

Modifiers: localized


Default value: "holding"

[edit] LeaderPRI

Type: UTPlayerReplicationInfo


[edit] MaxSquadRoutes

Type: int

maximum size of SquadRoutes list

Default value: 5

[edit] MaxSquadSize

Type: int


Default value: 2

[edit] NextSquad

Type: UTSquadAI

list of squads on a team

[edit] ObjectiveRouteCache

Type: array<NavigationPoint>


[edit] PendingSquadRouteMaker

Type: UTBot

bot that we want to use to generate the route (usually SquadLeader)

[edit] PreviousObjectiveRouteCache

Type: array<NavigationPoint>

when generating a new ObjectiveRouteCache for the same objective, the previous is stored here so bots still following it don't get disrupted

[edit] RouteObjective

Type: NavigationPoint


[edit] Size

Type: int


[edit] SquadLeader

Type: Controller


[edit] SquadMembers

Type: UTBot


[edit] SquadObjective

Type: UTGameObjective


[edit] SquadRouteIteration

Type: int

current alternate route iteration (loops back to start after reaching MaxSquadRoutes)

[edit] SquadRoutes

Type: array<AlternateRoute>


[edit] SupportString

Type: string

Modifiers: localized


Default value: "supporting"

[edit] SupportStringTrailer

Type: string

Modifiers: localized


[edit] Team

Type: UTTeamInfo


[edit] Default values

Property Value
NetUpdateFrequency 1.0

[edit] Structs

[edit] AlternateRoute

Modifiers: native

list of alternate routes. Each one higher in the list was created by first adding cost to the nodes in all previous routes

array<NavigationPoint> RouteCache 

[edit] Functions

[edit] Native functions

[edit] GetTeamNum

simulated native function byte GetTeamNum ()

Overrides: Actor.GetTeamNum


[edit] Events

[edit] Destroyed

event Destroyed ()

Overrides: Actor.Destroyed


[edit] Reset

event Reset ()

Overrides: Actor.Reset


[edit] SetLeader

event SetLeader (Controller C)


[edit] Other instance functions

See UTSquadAI instance functions.

[edit] States

[edit] Retasking

[edit] Retasking.Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)