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UE3:UTBot internal variables (UT3)

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UT3 Object >> Actor >> Controller >> AIController >> UTBot (internal variables)

Contents

UTBot internal variables in other games:
UDK
Other member categories for this class:
events, instance functions, states

[edit] Internal variables

[edit] Accuracy

Type: float

-1 to 1 (0 is default, higher is more accurate)

[edit] AcquireTime

Type: float

time at which current enemy was acquired

[edit] AcquisitionYawRate

Type: int


Default value: 20000

[edit] Aggression

Type: float


[edit] Aggressiveness

Type: float

0.0 to 1.0 (typically)

Default value: 0.4

[edit] AimUpdateFrequency

Type: float


Default value: 0.2

[edit] bAllowedToImpactJump

Type: bool


[edit] bAllowedToTranslocate

Type: bool


[edit] bAllowRouteReuse

Type: bool

if true, when pathfinding to the same RouteGoal as the last time, use old RouteCache if it's still valid and all paths on it usable

Default value: True

[edit] BaseAggressiveness

Type: float

0 to 1 (0.3 default, higher is more aggressive)

Default value: 0.4

[edit] BaseAlertness

Type: float


[edit] BaseTrackingReactionTime

Type: float

How far back in time is bots model of enemy position based on

Default value: 0.25

[edit] bBetrayTeam

Type: bool


[edit] bCanFire

Type: bool

used by TacticalMove and Charging states

[edit] bChangeDir

Type: bool

tactical move boolean

[edit] bCheckDriverPickups

Type: bool

Modifiers: transient

transient flag that indicates inventory search is for vehicle driver, not Pawn

[edit] bDirectHunt

Type: bool

if set bot ignores Squad recommendation of spots to look for enemy while hunting

[edit] bEnemyAcquired

Type: bool


[edit] bEnemyInfoValid

Type: bool

false when change enemy, true when LastSeenPos etc updated

[edit] bEnemyIsVisible

Type: bool

Who the enemy was for the last LineOfSightTo() check

[edit] bExecutingWhatToDoNext

Type: bool

set when in ExecuteWhatToDoNext() so we can detect bugs where it calls WhatToDoNext() again and causes decision-making to happen every tick

[edit] bFinalStretch

Type: bool

set when bot is done waiting at gather point for more attackers

[edit] bFireSuccess

Type: bool


[edit] bForcedDirection

Type: bool


[edit] bForceNoDetours

Type: bool


[edit] bForceRefreshRoute

Type: bool

used with route reuse to force the next route finding attempt to do the full path search

[edit] bForceTranslocateAbility

Type: bool


[edit] bFrustrated

Type: bool


[edit] bHasFired

Type: bool


[edit] bHasSuperWeapon

Type: bool


[edit] bHasTranslocator

Type: bool


[edit] bHuntPlayer

Type: bool

Last time a warning about a shot being fired at my pawn was accepted.

[edit] bIgnoreEnemyChange

Type: bool

to prevent calling whattodonext() again on enemy change

[edit] bInDodgeMove

Type: bool


[edit] bInitLifeMessage

Type: bool


[edit] bJumpOverWall

Type: bool

true when jumping to clear obstacle

[edit] bJustLanded

Type: bool


[edit] bLeadTarget

Type: bool

lead target with projectile attack

Default value: True

[edit] BlockedAimTarget

Type: Pawn

Iterative aim correction in progress if set

[edit] BlockedPath

Type: NavigationPoint


[edit] bMustCharge

Type: bool


[edit] bNeedDelayedLeaveVehicle

Type: bool

triggers the bot to call DelayedLeaveVehicle() during its next tick - used in the 'non-blocking' case of LeaveVehicle()

[edit] bPendingDoubleJump

Type: bool


[edit] bPlannedJump

Type: bool

set when doing voluntary jump

[edit] bPursuingFlag

Type: bool


[edit] bReachedGatherPoint

Type: bool


[edit] bRecommendFastMove

Type: bool


[edit] bResetCombatTimer

Type: bool

Modifiers: transient

transient flag for TimedFireWeaponAtEnemy() to indicate that the weapon firing code already reset the combat timer

[edit] bScriptedFrozen

Type: bool


[edit] bScriptSpecialJumpCost

Type: bool

script flags that cause various events to be called to override C++ functionality

[edit] bSendFlagMessage

Type: bool


[edit] bShortCamp

Type: bool


[edit] bSpawnedByKismet

Type: bool

set to true for bots created by Kismet scripts; prevents them from checking for too many bots or unbalanced teams also causes them to be destroyed on death instead of respawning

[edit] bStoppedFiring

Type: bool


[edit] bStrafeDir

Type: bool


[edit] bTacticalDoubleJump

Type: bool


[edit] bTargetAlternateLoc

Type: bool

if set pass bRequestAlternateLoc = TRUE to GetTargetLocation() when determining FocalPoint from Focus

[edit] bTranslocatorHop

Type: bool


[edit] bUsePreviousSquadRoute

Type: bool

if true, this bot uses the SquadAI's PreviousObjectiveRouteCache instead (used when the route changes while bot is following it)

[edit] bUsingSquadRoute

Type: bool

whether bot is currently using the squad alternate route - if false, FindPathToSquadRoute() just calls FindPathToward(Squad.RouteObjective)

Default value: True

[edit] bWasNearObjective

Type: bool


[edit] CampTime

Type: float


[edit] CombatStyle

Type: float

-1 to 1 = low means tends to stay off and snipe, high means tends to charge and melee

Default value: 0.2

[edit] ConstructedNode

Type: UTOnslaughtPowernode

Temp holder for sending constructed node messages

[edit] CurrentAimError

Type: float

aim error value currently being used

[edit] CurrentlyTrackedEnemy

Type: Pawn

Base value, modified by skill to set TrackingReactionTime

[edit] DecisionComponent

Type: UTBotDecisionComponent

component that handles delayed calls ExecuteWhatToDoNext() to when triggered

Default value: UTBotDecisionComponent'TheDecider'

[edit] DefensePoint

Type: UTDefensePoint

DefensePoint to which bot is assigned (assigned by TeamAI)

[edit] DefensivePosition

Type: NavigationPoint


[edit] DirectionHint

Type: Object.Vector

used to help pick which side of vehicle to get out of

[edit] DodgeLandZ

Type: float

expected min landing height of dodge

[edit] DodgeToGoalPct

Type: float


[edit] EnemyVisibilityTime

Type: float


[edit] ErrorUpdateFrequency

Type: float

how often aim error is updated when bot has a visible enemy

Default value: 0.45

[edit] FailedHuntEnemy

Type: Pawn


[edit] FailedHuntTime

Type: float


[edit] FavoriteWeapon

Type: class<Weapon>


[edit] FearSpots

Type: UTAvoidMarker

Array size: 2

avoid these spots when moving - used for very short term stationary hazards like bio goo or sticky grenades

[edit] ForcedFlagDropTime

Type: float


Default value: -1000.0

[edit] GatherTime

Type: float


[edit] GoalString

Type: string

for debugging - used to show what bot is thinking (with 'ShowDebug')

[edit] HearingThreshold

Type: float


Default value: 2800.0

[edit] HidingSpot

Type: Object.Vector


[edit] ImpactJumpZ

Type: float

if > 0, we have an impact hammer and it will give us this much Z speed

[edit] ImpactTarget

Type: Actor

impact hammer properties

[edit] ImpactVelocity

Type: Object.Vector

velocity added while falling (bot tries to correct for it)

[edit] InstantWarningShooter

Type: Pawn

shooter of instant hit weapon we're trying to dodge (@see DelayedInstantWarning())

[edit] Jumpiness

Type: float

0 to 1

[edit] KilledVehicleClass

Type: class<UTVehicle>

Temp holder for sending killed vehicle messages

[edit] LastActionMusicUpdate

Type: float

Last time bot sent an action music event to a player

[edit] LastAimUpdateTime

Type: float


[edit] LastAttractCheck

Type: float


Default value: -10000.0

[edit] LastBlockingVehicle

Type: Vehicle


[edit] LastCanAttackCheckTime

Type: float

Last time weapon's CanAttack() was checked for firing again

[edit] LastErrorUpdateTime

Type: float

last time aim error was updated

[edit] LastFireAttempt

Type: float


[edit] LastFireTarget

Type: Actor

last target bot fired at

[edit] LastInjuredVoiceMessageTime

Type: float


[edit] LastIterativeCheck

Type: float

pct lead for last targeting check

Default value: 1.0

[edit] LastKillerPosition

Type: Object.Vector


[edit] LastKnownPosition

Type: Object.Vector


[edit] LastRespawnTime

Type: float


[edit] LastSearchTime

Type: float

Result of last enemy LineOfSightTo() check

Default value: -10000.0

[edit] LastSearchWeight

Type: float


[edit] LastSeeingPos

Type: Object.Vector

position where I last saw enemy (auto updated if EnemyNotVisible enabled)

[edit] LastSeenPos

Type: Object.Vector

enemy position when I last saw enemy (auto updated if EnemyNotVisible() enabled)

[edit] LastSeenTime

Type: float


[edit] LastTauntIndex

Type: int


Default value: -1

[edit] LastTryHoverboardTime

Type: float

last time bot tried to use hoverboard, so we don't get stuck if it fails to spawn for whatever reason

[edit] LastUnderFire

Type: float


[edit] LastWarningTime

Type: float


[edit] LoseEnemyCheckTime

Type: float


[edit] MaxSpecialJumpZ

Type: float

maximum jump Z velocity bot can attain using special abilities (jump boots, impact jumping, etc)

[edit] MonitoredPawn

Type: Pawn

used by latent function MonitorPawn()

[edit] MonitorMaxDistSq

Type: float


[edit] MonitorStartLoc

Type: Object.Vector

used by latent function MonitorPawn()

[edit] MultiJumpZ

Type: float

jump Z velocity bot can gain using multijumps (not counting first jump)

[edit] NextSquadMember

Type: UTBot

linked list of members of this squad

[edit] NextTranslocTime

Type: float


[edit] NoVehicleGoal

Type: Actor

if RouteGoal == NoVehicleGoal, don't use a vehicle to get there

[edit] NumRandomJumps

Type: int


[edit] OldMessageID

Type: int


[edit] OldMessageTime

Type: float

to limit frequency of voice messages

Default value: -100.0

[edit] OldMessageType

Type: name


[edit] OldOrderGiver

Type: Controller


[edit] OldOrders

Type: name


[edit] ReactionTime

Type: float


[edit] ReTaskTime

Type: float

time when squad will retask bot (delayed to avoid hitches)

[edit] RetreatStartTime

Type: float


[edit] SavedPositions

Type: array<EnemyPosition>


[edit] ScriptedFireMode

Type: byte

if not 255, bot always uses this fire mode

Default value: 255

[edit] ScriptedTarget

Type: Actor

if set, bot always shoots at it (for Kismet scripts)

[edit] SoakString

Type: string

for debugging - shows problem when soaking

[edit] Squad

Type: UTSquadAI


[edit] SquadRouteGoal

Type: NavigationPoint

goal along squad's route, used when moving along alternate path via FindPathToSquadRoute()

[edit] StartleActor

Type: Actor


[edit] StartTacticalTime

Type: float


[edit] StopStartTime

Type: float


[edit] StrafingAbility

Type: float

-1 to 1 (higher uses strafing more)

[edit] Tactics

Type: float


[edit] TemporaryFocus

Type: Actor

temporarily look at this actor (for e.g. looking at shock ball for combos) - only used when looking at enemy

[edit] TrackedVelocity

Type: Object.Vector

Normally the current enemy. Reset SavedPositions if this changes.

[edit] TrackingReactionTime

Type: float


Default value: 0.25

[edit] TranslocationTarget

Type: Actor

translocator properties

[edit] TranslocFreq

Type: float


[edit] TranslocUse

Type: float

0 to 1 - higher means more likely to use

Default value: 1.0

[edit] VisibleEnemy

Type: Pawn

When last enemy LineOfSightTo() check was done

[edit] WarningDelay

Type: float

delay before act on firing warning

[edit] WarningProjectile

Type: Projectile