My program doesn't have bugs. It just develops random features.

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  • '''Bot Support''' and '''Botplay''' are both terms used to describe a map's suppor ...t support of the map as created by the level designer and the [[Legacy:Bot|Bot]] class AI construct.
    4 KB (603 words) - 20:04, 30 December 2013
  • ...ath networks. For a simple tutorial, see [[Legacy:Basic Bot Pathing|Basic Bot Pathing]]. ...ilable [[Legacy:NavigationPoint|NavigationPoint]]s for options that handle bot support.
    12 KB (1,965 words) - 16:13, 11 April 2015
  • 500 B (60 words) - 13:16, 9 February 2012

Page text matches

  • There is no "start" of a path. Routes are calculated from wherever the bot happens to be to wherever they feel like they should be going. a bot always looks for the quickest route to the flag. If that route & another po
    7 KB (1,187 words) - 18:28, 20 July 2013
  • ...cks player actors ([[Legacy:PlayerPawn|PlayerPawn]]s and [[Legacy:Bot (UT)|Bot (UT)]]s).
    2 KB (218 words) - 16:03, 12 September 2016
  • ...or off by being triggered, and the cost only applies to [[Legacy:Bot (UT)|Bot (UT)]]s on the attacking team. [[Category:Bot Support]]
    929 B (129 words) - 15:34, 11 April 2015
  • ...ods lacked good bot support, some used the basic [[Legacy:Bot Support (UT)|Bot Support (UT)]], which is great for running around, collecting weapons and k ...bility detirmines how sweet the candy is, making bots want it more. When a bot runs over the candy, it is "picked up" despite not really existing, ensurin
    3 KB (477 words) - 13:02, 6 June 2015
  • '''Bot Support''' and '''Botplay''' are both terms used to describe a map's suppor ...t support of the map as created by the level designer and the [[Legacy:Bot|Bot]] class AI construct.
    4 KB (603 words) - 20:04, 30 December 2013
  • ...ath networks. For a simple tutorial, see [[Legacy:Basic Bot Pathing|Basic Bot Pathing]]. ...ilable [[Legacy:NavigationPoint|NavigationPoint]]s for options that handle bot support.
    12 KB (1,965 words) - 16:13, 11 April 2015
  • ...estination path node. These can be safely ignored unless you are actually Bot-Pathing your level.
    8 KB (1,318 words) - 21:56, 7 June 2011
  • ...eam in teamgames, viewing from their locaton (for example, <code>viewclass bot</code>). Note that this command will only allow a view from an Actor that ...am in teamgames, viewing from their location (for example, <code>viewclass bot</code>). Note that this command will only allow a view from an Actor that
    5 KB (837 words) - 13:47, 4 September 2014
  • ...or low-grav while testing the JumpSpots. If no parameter is specified, the bot will perform perform test runs for all four conditions.
    5 KB (762 words) - 16:40, 17 February 2022
  • ...UT)]] aPlayer) : Called to re-start a player on the map. Will also remove bot players from the game if there are too many of them. ...cy:Bot (UT)|Bot (UT)]] SpawnBot (out NavigationPoint StartSpot) : Spawns a bot. <i>Finish me</i>
    12 KB (1,677 words) - 18:42, 3 January 2017
  • ...ault inventory assignment, and if appropriate, team assignment and general bot behavior. ; string BotMenuType : Type of bot menu to display.
    18 KB (2,544 words) - 10:38, 31 December 2016
  • A '''JumpSpot''' is a NavigationPoint that indicates where a Bot can jump with [[Legacy:UT_JumpBoots|Jump Boots]] (or [[Legacy:HammerJump|ha Put a JumpSpot where you want to be the end of the using bot's jump. Set it's LiftCenter -> LiftTag in the Properties to a name that bet
    3 KB (453 words) - 10:52, 19 January 2016
  • ...UT)|Pawn (UT)]]", "[[Legacy:PlayerPawn|PlayerPawn]]" or "[[Legacy:Bot (UT)|Bot (UT)]]".
    5 KB (772 words) - 17:32, 17 January 2016
  • ; vector MaxDist2D: The maximum distance between the bot and the LiftCenter. It defaults to 400 world units. * [[Legacy:Bot Pathing|Bot Pathing]] for further path network topics
    2 KB (221 words) - 16:17, 5 September 2015
  • * [[Legacy:Moving Power Cores|Moving Power Cores]] - Without Breaking Bot Support. * [[Legacy:Bot Support|Bot Support]] &ndash; Other bot-related topics
    4 KB (589 words) - 20:00, 30 December 2013
  • ...so on. You can also enter the Event tag of a particular actor so when the bot gets to the waypoint, something can be triggered to happen.
    3 KB (533 words) - 10:16, 10 April 2015
  • # A bot can 'see' through a semisolid, but not a solid, for instance if your window
    6 KB (1,132 words) - 13:17, 27 September 2013
  • // Note: this does kinda upsets the blanace of Bot decission in case they assigned the current if (P.IsA('Bot'))
    17 KB (2,517 words) - 18:28, 9 November 2016
  • Bots will not use vehicles until a proper CTF bot path network is set, with an AssaultPath set to each flag and at least one ...eone else mentioned it in another thread, but what good is it to have your bot grab the flag and then not have a vehicle available when it returns to the
    12 KB (2,038 words) - 20:44, 11 April 2012
  • ...of view of a bot which is located at the position of the other one and the bot could go there at least in one direction. Each [[Legacy:Pickup (UT)|Pickup ...ligence]], and [[Legacy:Bot Support|Bot Support]] and [[Legacy:Bot Pathing|Bot Pathing]] for a technical overview.
    6 KB (746 words) - 15:40, 11 April 2015
  • ...erPawn() (simulated) : Returns true if this pawn is controlled by a player/bot. ...mulated) : Returns true if this pawn was previously controlled by a player/bot.
    19 KB (2,341 words) - 23:41, 22 May 2015
  • ...eone else mentioned it in another thread, but what good is it to have your bot grab the flag and then not have a vehicle available when it returns to the ...ne as even if they are using a Tank, if the attacker engages them, another bot can come up form behind and take the flag...I've watched it a dozen times.'
    12 KB (2,146 words) - 20:46, 11 April 2012
  • ...rtain amount of damage. Note that this amount seems to change according to bot skill, and that setting a custom death message should the player be killed
    6 KB (885 words) - 09:40, 11 January 2015
  • ...PlayerProximity''' (only UT2003/4)| Trigger activated by human player (not bot) ...to implement changing the keynum on the mover from 0 to 1 when the player/bot approaches. Any ideas?
    15 KB (2,383 words) - 15:07, 4 September 2014
  • ...ered the Instigator of that Event. Also, an AI-controlled Pawn, such as a Bot, NPC or Monster, will listen for Events that match it's Tag and make any va
    35 KB (5,637 words) - 09:31, 26 March 2015
  • [[Category:Bot Support]]
    824 B (109 words) - 12:16, 5 May 2015
  • ;sound FemaleDeathSound :Sound used when a female player or bot touches the TriggeredDeath. ;sound MaleDeathSound :Sound used when a male player or bot touches the TriggeredDeath.
    2 KB (354 words) - 18:10, 21 October 2016
  • * [[Legacy:Bot Support|Bot Support]] and [[Legacy:Artificial Intelligence|Artificial Intelligence]]
    3 KB (456 words) - 07:45, 29 August 2013
  • ...ur Own Bot]] &ndash; A intro to show you how to spawn and get control of a bot. So that you can write your own customized AI-Controller ...c of projectiles, is there a way to make a projectile stick to a player or bot in UT? I know it can be done with bones in UT2kX, but there is no GetCloses
    24 KB (3,914 words) - 23:38, 30 July 2014
  • ...lightmaps that are responsible for most of the size increase although the bot path data has also been fingered as a contributing factor.
    20 KB (3,360 words) - 06:39, 12 April 2012
  • ...game menu, <nowiki>''</nowiki> = default character menu. 'DUP' specifies Bot-only characters that don't appear in the list of characters a player can se ...ll finding the values for 1 and 2 (edit: use BotUse=2 and Menu=SP and your bot can be hired in a new game. Existing games you can still hire only the bots
    6 KB (1,008 words) - 17:23, 15 August 2013
  • * Newly highly enhancing A.I. algorithms and BOT A.I. and teamwork A.I. (Builds 400+)
    12 KB (1,502 words) - 00:43, 17 November 2013
  • * Newly improving A.I. system, BOT A.I. and teamwork A.I. (Builds 3186+)
    36 KB (4,572 words) - 09:05, 3 September 2021
  • * [[Legacy:Pathing For Vehicles|Pathing For Vehicles]] &ndash; Bot support for ground vehicles * [[Legacy:Pathing 2k4 Flying Vehicles|Pathing 2k4 Flying Vehicles]] &ndash; Bot support for flying vehicles
    12 KB (1,893 words) - 11:42, 27 January 2015
  • ...eTeleporter]]: A very smooth working vehicle teleporter ,now with improved bot control.
    5 KB (623 words) - 07:46, 15 September 2011
  • ...m any vehicle that gets teleported with a bot driver will be locked so the bot cant escape for a certain amount of time (setable by the mapper in unrealed
    10 KB (1,070 words) - 08:02, 14 September 2011
  • ...// log("EnlistEscorts(): it wa a bot controlled vec = "); bot(foundpawn.controller).SetOrders('follow',Driver.Controller);
    30 KB (2,455 words) - 06:18, 14 September 2011
  • ...boosted it will instantly try to jump out. To stop this from happening any bot driven vehicle that gets boosted is locked until the vehicle has landed and
    20 KB (2,290 words) - 07:18, 14 September 2011
  • // the Enforcer Replacement weapon, the Bot Rating, and more. BotFactor = GetBotRating(); // How much will we modify Bot-inflicted damage?
    31 KB (4,333 words) - 02:19, 7 July 2011
  • Pawn is a player or a player-bot.
    10 KB (1,237 words) - 02:31, 30 April 2022
  • This event gets called when a ''Player'' or ''Bot'' presses the '''Use''' key on this actor.
    10 KB (1,214 words) - 05:49, 4 July 2012
  • Type of bot menu to display. -NOT USED- '''Default value, index 0:''' "Set the skill of your bot opponents."
    17 KB (2,079 words) - 05:12, 26 April 2012
  • {{code|function {{cl|Bot}}&nbsp;'''SpawnBot''' (optional&nbsp;[[string]]&nbsp;'''botName''')}}
    18 KB (2,087 words) - 11:35, 6 February 2016
  • ...em "xEmitter"<br>Procedural Mesh<br>Multipass Texture Shader<br>Epic's new BOT AI<br>DE's GUI System "XInterface"<br>each Texture Detail settings (World,
    207 KB (31,088 words) - 14:48, 29 January 2023
  • *[[UnrealKismet:Sequence_Objects:Add Named Bot|Add Named Bot]]
    15 KB (1,797 words) - 17:22, 5 February 2012
  • |Toggles display of Bot paths |Toggles display of Bot volumes
    7 KB (1,064 words) - 09:06, 24 November 2012