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- ; Touch( Actor Other ) : For any bots using any of the UnrealScriptedSequences associated with this SnipingVolume ** [[Legacy:Strategic Bots|Strategic Bots]] – Advanced bot support ...2 KB (206 words) - 21:02, 28 December 2005
- ** [[Legacy:Strategic Bots|Strategic Bots]] ...1 KB (157 words) - 15:52, 17 December 2005
- See [[Legacy:Strategic Bots|Strategic Bots]] for tips & tricks on using this actor. ...1 KB (213 words) - 19:53, 27 January 2006
- ...ing|Bot Pathing]] to specify alternate routes for attackers in team games. Bots are attacking a [[Legacy:GameObjective|GameObjective]], and AssaultPath act ; bool bEnabled : if false, this AssaultPath is no longer active: bots will ignore it (and presumably treat it as a dumb NavigationPoint). Trigger ...3 KB (364 words) - 10:48, 17 April 2006
- ** [[Legacy:Strategic Bots|Strategic Bots]] ...2 KB (276 words) - 20:56, 28 December 2005
- ...niping : Defaults to <tt>false</tt>. Set this to <tt>true</tt> if you want bots to use this DefensePoint as a spot for sniping. * [[Legacy:Strategic Bots|Strategic Bots]] ...2 KB (319 words) - 18:30, 9 February 2006
- ...criptedSequence actors that aren't assigned to a GameObjective are used by bots sent on freelance. ; bool bRoamingScript : Bots won’t re-use the same script, but will keep moving. ...3 KB (397 words) - 13:16, 21 November 2005
- *** [[Legacy:Strategic Bots|Strategic Bots]] – Advanced bot support ...2 KB (268 words) - 18:56, 17 December 2005
- ...d '''Botplay''' are both terms used to describe a map's support system for bots: artificially intelligent players that can act as if they were human. The ...the success of the Unreal engine games is the realistic AI, which includes bots that appear to play as if they were human. This is accomplished with the c ...4 KB (603 words) - 20:04, 30 December 2013
- ...order to get bots to play your map, you need to place enough PathNodes for bots to be able to use them to get to anywhere they might need to go. ...placing more PathNodes at junctions and intersections where you want your bots to be able to go. You'll need to [[Legacy:Rebuild|Rebuild]] your paths (us ...9 KB (1,425 words) - 12:59, 16 August 2010
- ...ave a working pressure volume and wanted to know if there was a way to get bots to try triggering it when someone is in there. There isn't a Trap thing in ...turn toggle the PressureVolume (or a modified PhysicsVolume). Problem is, bots love to run to UseTriggers and automatically trigger them upon Touch, so to ...5 KB (648 words) - 04:35, 17 May 2006
- ...AI can refer to either the designing the behavior of stock AI agents, like bots, or it can refer to custom AI agents such as NPCs. ...hey can also be used to modify the behavior of more sophisticated AI, like bots, in cases where custom behavior is required for a particular map. For exam ...7 KB (972 words) - 06:56, 8 January 2011
- ...that describes this would be helpful on [[Legacy:Strategic Bots|Strategic Bots]]. ; int MinPlayers : The minimum number of players for a net game. Bots are used to meet this number if human players are not available. ...5 KB (708 words) - 11:21, 1 March 2006
- This is the [[Legacy:Bot Support|Bot Support]] system that allows bots to run around a map via a network of waypoints, or '''bot paths'''. This p ...special tasks you'd like bots to do, try [[Legacy:Strategic Bots|Strategic Bots]] or reviewing the list of available [[Legacy:NavigationPoint|NavigationPoi ...12 KB (1,965 words) - 16:13, 11 April 2015