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UE1:Bots states (RTNP)

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RTNP Object >> Actor >> Pawn >> Bots (states)

Contents

Bots states in other games:
U1, UT
Other member categories for this class:
instance functions, internal variables

States[edit]

Acquisition[edit]

Ignores: Falling, Landed

Acquisition.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Acquisition.HearNoise[edit]

event HearNoise (float Loudness, Actor NoiseMaker)

Overrides: HearNoise (global)


Acquisition.SeePlayer[edit]

event SeePlayer (Actor SeenPlayer)

Overrides: SeePlayer (global)


Acquisition.TakeDamage[edit]

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, name damageType)

Overrides: Pawn.TakeDamage (global)


Acquisition.WarnTarget[edit]

function WarnTarget (Pawn shooter, float projSpeed, Object.Vector FireDir)

Overrides: WarnTarget (global)


Attacking[edit]

Ignores: Bump, HearNoise, HitWall, SeePlayer

Attacking.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Attacking.EnemyNotVisible[edit]

event EnemyNotVisible ()

Overrides: Pawn.EnemyNotVisible (global)


Attacking.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


Attacking.ChooseAttackMode[edit]

function ChooseAttackMode ()


Charging[edit]

Ignores: HearNoise, SeePlayer

Charging.AnimEnd[edit]

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


Charging.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Charging.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


Charging.EnemyNotVisible[edit]

event EnemyNotVisible ()

Overrides: Pawn.EnemyNotVisible (global)


Charging.HitWall[edit]

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Actor.HitWall (global)


Charging.MayFall[edit]

event MayFall ()

Overrides: Pawn.MayFall (global)


Charging.TakeDamage[edit]

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, name damageType)

Overrides: Pawn.TakeDamage (global)


Charging.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


Charging.FearThisSpot[edit]

function FearThisSpot (Actor aSpot)

Overrides: FearThisSpot (global)


Charging.SetFall[edit]

function SetFall ()

Overrides: SetFall (global)


Charging.StrafeFromDamage[edit]

function bool StrafeFromDamage (Object.Vector momentum, float Damage, name DamageType, bool bFindDest)

Overrides: StrafeFromDamage (global)


Charging.TryStrafe[edit]

function bool TryStrafe (Object.Vector sideDir)


Charging.TryToDuck[edit]

function TryToDuck (Object.Vector duckDir, bool bReversed)

Overrides: TryToDuck (global)


Dying[edit]

Inherits from: Pawn.Dying

Ignores: Bump, Died, EnemyNotVisible, Falling, FootZoneChange, HeadZoneChange, HearNoise, HitWall, LongFall, PainTimer, SeePlayer, SetFall, Trigger, WarnTarget, ZoneChange

Dying.BeginState[edit]

event BeginState ()

Overrides: Pawn.Dying.BeginState


Dying.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


Dying.TakeDamage[edit]

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, name damageType)

Overrides: Pawn.Dying.TakeDamage


Dying.ReStartPlayer[edit]

function ReStartPlayer ()

Overrides: Pawn.RestartPlayer (global)


Fallback[edit]

Ignores: Fallback.EnemyNotVisible

Fallback.AnimEnd[edit]

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


Fallback.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Fallback.Bump[edit]

event Bump (Actor Other)

Overrides: Bump (global)


Fallback.EnemyNotVisible[edit]

event EnemyNotVisible ()

Overrides: Pawn.EnemyNotVisible (global)


Fallback.HearNoise[edit]

event HearNoise (float Loudness, Actor NoiseMaker)

Overrides: HearNoise (global)


Fallback.HitWall[edit]

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Actor.HitWall (global)


Fallback.SeePlayer[edit]

event SeePlayer (Actor SeenPlayer)

Overrides: SeePlayer (global)


Fallback.TakeDamage[edit]

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, name damageType)

Overrides: Pawn.TakeDamage (global)


Fallback.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


Fallback.PickDestination[edit]

function PickDestination ()


Fallback.SetFall[edit]

function SetFall ()

Overrides: SetFall (global)


FallingState[edit]

Ignores: Bump, HitWall, WarnTarget

FallingState.BaseChange[edit]

singular event BaseChange ()

Overrides: BaseChange (global)


FallingState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


FallingState.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


FallingState.EnemyNotVisible[edit]

event EnemyNotVisible ()

Overrides: Pawn.EnemyNotVisible (global)


FallingState.Landed[edit]

event Landed (Object.Vector HitNormal)

Overrides: Pawn.Landed (global)


FallingState.SeePlayer[edit]

event SeePlayer (Actor SeenPlayer)

Overrides: SeePlayer (global)


FallingState.TakeDamage[edit]

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, name damageType)

Overrides: Pawn.TakeDamage (global)


FallingState.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


FallingState.ZoneChange[edit]

event ZoneChange (ZoneInfo newZone)

Overrides: ZoneChange (global)


FallingState.adjustJump[edit]

function adjustJump ()


FallingState.EnemyAcquired[edit]

function EnemyAcquired ()

Overrides: EnemyAcquired (global)


FallingState.SetEnemy[edit]

function bool SetEnemy (Pawn NewEnemy)

Overrides: SetEnemy (global)


FallingState.SetFall[edit]

function SetFall ()

Overrides: SetFall (global)


FindAir[edit]

Ignores: Bump, HearNoise, SeePlayer

FindAir.AnimEnd[edit]

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


FindAir.EnemyNotVisible[edit]

event EnemyNotVisible ()

Overrides: Pawn.EnemyNotVisible (global)


FindAir.HeadZoneChange[edit]

event HeadZoneChange (ZoneInfo newHeadZone)

Overrides: Pawn.HeadZoneChange (global)


FindAir.HitWall[edit]

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Actor.HitWall (global)


FindAir.TakeDamage[edit]

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, name damageType)

Overrides: Pawn.TakeDamage (global)


FindAir.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


FindAir.PickDestination[edit]

function PickDestination (bool bNoCharge)


GameEnded[edit]

Inherits from: Pawn.GameEnded

Ignores: Bump, Died, EnemyNotVisible, Falling, FootZoneChange, HeadZoneChange, HearNoise, HitWall, PainTimer, SeePlayer, TakeDamage, Trigger, WarnTarget, ZoneChange

GameEnded.BeginState[edit]

event BeginState ()

Overrides: Pawn.GameEnded.BeginState


Hunting[edit]

Ignores: EnemyNotVisible

Hunting.AnimEnd[edit]

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


Hunting.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Hunting.Bump[edit]

event Bump (Actor Other)

Overrides: Bump (global)


Hunting.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


Hunting.HearNoise[edit]

event HearNoise (float Loudness, Actor NoiseMaker)

Overrides: HearNoise (global)


Hunting.HitWall[edit]

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Actor.HitWall (global)


Hunting.MayFall[edit]

event MayFall ()

Overrides: Pawn.MayFall (global)


Hunting.TakeDamage[edit]

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, name damageType)

Overrides: Pawn.TakeDamage (global)


Hunting.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


Hunting.FearThisSpot[edit]

function FearThisSpot (Actor aSpot)

Overrides: FearThisSpot (global)


Hunting.FindViewSpot[edit]

function bool FindViewSpot ()


Hunting.PickDestination[edit]

function PickDestination ()


Hunting.SetEnemy[edit]

function bool SetEnemy (Pawn NewEnemy)

Overrides: SetEnemy (global)


Hunting.SetFall[edit]

function SetFall ()

Overrides: SetFall (global)


RangedAttack[edit]

Ignores: Bump, HearNoise, SeePlayer

RangedAttack.AnimEnd[edit]

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


RangedAttack.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


RangedAttack.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


RangedAttack.EnemyNotVisible[edit]

event EnemyNotVisible ()

Overrides: Pawn.EnemyNotVisible (global)


RangedAttack.TakeDamage[edit]

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, name damageType)

Overrides: Pawn.TakeDamage (global)


RangedAttack.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


RangedAttack.KeepAttacking[edit]

function KeepAttacking ()


RangedAttack.SpecialFire[edit]

function SpecialFire ()

Overrides: SpecialFire (global)


RangedAttack.StopWaiting[edit]

function StopWaiting ()

Overrides: Pawn.StopWaiting (global)


Retreating[edit]

Ignores: EnemyNotVisible

Retreating.AnimEnd[edit]

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


Retreating.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Retreating.Bump[edit]

event Bump (Actor Other)

Overrides: Bump (global)


Retreating.HearNoise[edit]

event HearNoise (float Loudness, Actor NoiseMaker)

Overrides: HearNoise (global)


Retreating.HitWall[edit]

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Actor.HitWall (global)


Retreating.SeePlayer[edit]

event SeePlayer (Actor SeenPlayer)

Overrides: SeePlayer (global)


Retreating.TakeDamage[edit]

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, name damageType)

Overrides: Pawn.TakeDamage (global)


Retreating.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


Retreating.ChangeDestination[edit]

function ChangeDestination ()


Retreating.PickDestination[edit]

function PickDestination ()


Retreating.PickNextSpot[edit]

function PickNextSpot ()


Retreating.ReachedHome[edit]

function ReachedHome ()


Retreating.SetFall[edit]

function SetFall ()

Overrides: SetFall (global)


Retreating.WarnTarget[edit]

function WarnTarget (Pawn shooter, float projSpeed, Object.Vector FireDir)

Overrides: WarnTarget (global)


Roaming[edit]

Ignores: EnemyNotVisible

Roaming.AnimEnd[edit]

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


Roaming.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Roaming.Bump[edit]

event Bump (Actor Other)

Overrides: Bump (global)


Roaming.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


Roaming.HitWall[edit]

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Actor.HitWall (global)


Roaming.TakeDamage[edit]

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, name damageType)

Overrides: Pawn.TakeDamage (global)


Roaming.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


Roaming.EnemyAcquired[edit]

function EnemyAcquired ()

Overrides: EnemyAcquired (global)


Roaming.FearThisSpot[edit]

function FearThisSpot (Actor aSpot)

Overrides: FearThisSpot (global)


Roaming.FindAmbushSpot[edit]

function bool FindAmbushSpot ()


Roaming.HandleHelpMessageFrom[edit]

function HandleHelpMessageFrom (Pawn Other)

Overrides: Pawn.HandleHelpMessageFrom (global)


Roaming.PickDestination[edit]

function PickDestination ()


Roaming.SetFall[edit]

function SetFall ()

Overrides: SetFall (global)


Roaming.ShareWithTeam[edit]

function ShareWithTeam ()


StakeOut[edit]

Ignores: EnemyNotVisible

StakeOut.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


StakeOut.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


StakeOut.HearNoise[edit]

event HearNoise (float Loudness, Actor NoiseMaker)

Overrides: HearNoise (global)


StakeOut.TakeDamage[edit]

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, name damageType)

Overrides: Pawn.TakeDamage (global)


StakeOut.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


StakeOut.AdjustAim[edit]

function Object.Rotator AdjustAim (float projSpeed, Object.Vector projStart, int aimerror, bool leadTarget, bool warnTarget)

Overrides: AdjustAim (global)


StakeOut.SetEnemy[edit]

function bool SetEnemy (Pawn NewEnemy)

Overrides: SetEnemy (global)


StakeOut.SetFall[edit]

function SetFall ()

Overrides: SetFall (global)


StartUp[edit]

Modifiers: auto

StartUp.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


TacticalMove[edit]

Ignores: HearNoise, SeePlayer

TacticalMove.AnimEnd[edit]

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


TacticalMove.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


TacticalMove.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


TacticalMove.EnemyNotVisible[edit]

event EnemyNotVisible ()

Overrides: Pawn.EnemyNotVisible (global)


TacticalMove.HitWall[edit]

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Actor.HitWall (global)


TacticalMove.PainTimer[edit]

event PainTimer ()

Overrides: PainTimer (global)


TacticalMove.TakeDamage[edit]

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, name damageType)

Overrides: Pawn.TakeDamage (global)


TacticalMove.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


TacticalMove.FearThisSpot[edit]

function FearThisSpot (Actor aSpot)

Overrides: FearThisSpot (global)


TacticalMove.GiveUpTactical[edit]

function GiveUpTactical (bool bNoCharge)


TacticalMove.PickDestination[edit]

function PickDestination (bool bNoCharge)


TacticalMove.PickRegDestination[edit]

function PickRegDestination (bool bNoCharge)


TacticalMove.SetFall[edit]

function SetFall ()

Overrides: SetFall (global)


TacticalMove.TryToward[edit]

function bool TryToward (Inventory Inv, float Weight)


TacticalMove.ValidRecovery[edit]

function bool ValidRecovery ()


TacticalMove.WarnTarget[edit]

function WarnTarget (Pawn shooter, float projSpeed, Object.Vector FireDir)

Overrides: WarnTarget (global)


TakeHit[edit]

Ignores: Bump, HearNoise, HitWall, SeePlayer

TakeHit.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


TakeHit.Landed[edit]

event Landed (Object.Vector HitNormal)

Overrides: Pawn.Landed (global)


TakeHit.TakeDamage[edit]

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, name damageType)

Overrides: Pawn.TakeDamage (global)


TakeHit.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


TakeHit.PlayHitAnim[edit]

function PlayHitAnim (Object.Vector HitLocation, float Damage)

Overrides: PlayHitAnim (global)


VictoryDance[edit]

Ignores: EnemyNotVisible

VictoryDance.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


VictoryDance.TakeDamage[edit]

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, name damageType)

Overrides: Pawn.TakeDamage (global)


VictoryDance.EnemyAcquired[edit]

function EnemyAcquired ()

Overrides: EnemyAcquired (global)


Wandering[edit]

Ignores: EnemyNotVisible

Wandering.AnimEnd[edit]

event AnimEnd ()

Overrides: Actor.AnimEnd (global)


Wandering.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Wandering.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


Wandering.HitWall[edit]

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Actor.HitWall (global)


Wandering.TakeDamage[edit]

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, name damageType)

Overrides: Pawn.TakeDamage (global)


Wandering.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


Wandering.EnemyAcquired[edit]

function EnemyAcquired ()

Overrides: EnemyAcquired (global)


Wandering.FearThisSpot[edit]

function FearThisSpot (Actor aSpot)

Overrides: FearThisSpot (global)


Wandering.PickDestination[edit]

function PickDestination ()


Wandering.SetFall[edit]

function SetFall ()

Overrides: SetFall (global)


Wandering.TestDirection[edit]

function bool TestDirection (Object.Vector dir, out Object.Vector pick)