My program doesn't have bugs. It just develops random features.
UE1:Bots states (U1)
Contents
- 1 States
- 1.1 Acquisition
- 1.2 Attacking
- 1.3 Charging
- 1.3.1 Charging.AnimEnd
- 1.3.2 Charging.BeginState
- 1.3.3 Charging.EndState
- 1.3.4 Charging.EnemyNotVisible
- 1.3.5 Charging.HitWall
- 1.3.6 Charging.MayFall
- 1.3.7 Charging.TakeDamage
- 1.3.8 Charging.Timer
- 1.3.9 Charging.FearThisSpot
- 1.3.10 Charging.SetFall
- 1.3.11 Charging.StrafeFromDamage
- 1.3.12 Charging.TryStrafe
- 1.3.13 Charging.TryToDuck
- 1.4 Dying
- 1.5 Fallback
- 1.6 FallingState
- 1.6.1 FallingState.BaseChange
- 1.6.2 FallingState.BeginState
- 1.6.3 FallingState.EndState
- 1.6.4 FallingState.EnemyNotVisible
- 1.6.5 FallingState.Landed
- 1.6.6 FallingState.SeePlayer
- 1.6.7 FallingState.TakeDamage
- 1.6.8 FallingState.Timer
- 1.6.9 FallingState.ZoneChange
- 1.6.10 FallingState.adjustJump
- 1.6.11 FallingState.EnemyAcquired
- 1.6.12 FallingState.SetEnemy
- 1.6.13 FallingState.SetFall
- 1.7 FindAir
- 1.8 GameEnded
- 1.9 Hunting
- 1.9.1 Hunting.AnimEnd
- 1.9.2 Hunting.BeginState
- 1.9.3 Hunting.Bump
- 1.9.4 Hunting.EndState
- 1.9.5 Hunting.HearNoise
- 1.9.6 Hunting.HitWall
- 1.9.7 Hunting.MayFall
- 1.9.8 Hunting.TakeDamage
- 1.9.9 Hunting.Timer
- 1.9.10 Hunting.FearThisSpot
- 1.9.11 Hunting.FindViewSpot
- 1.9.12 Hunting.PickDestination
- 1.9.13 Hunting.SetEnemy
- 1.9.14 Hunting.SetFall
- 1.10 RangedAttack
- 1.11 Retreating
- 1.11.1 Retreating.AnimEnd
- 1.11.2 Retreating.BeginState
- 1.11.3 Retreating.Bump
- 1.11.4 Retreating.HearNoise
- 1.11.5 Retreating.HitWall
- 1.11.6 Retreating.SeePlayer
- 1.11.7 Retreating.TakeDamage
- 1.11.8 Retreating.Timer
- 1.11.9 Retreating.ChangeDestination
- 1.11.10 Retreating.PickDestination
- 1.11.11 Retreating.PickNextSpot
- 1.11.12 Retreating.ReachedHome
- 1.11.13 Retreating.SetFall
- 1.11.14 Retreating.WarnTarget
- 1.12 Roaming
- 1.12.1 Roaming.AnimEnd
- 1.12.2 Roaming.BeginState
- 1.12.3 Roaming.Bump
- 1.12.4 Roaming.EndState
- 1.12.5 Roaming.HitWall
- 1.12.6 Roaming.TakeDamage
- 1.12.7 Roaming.Timer
- 1.12.8 Roaming.EnemyAcquired
- 1.12.9 Roaming.FearThisSpot
- 1.12.10 Roaming.FindAmbushSpot
- 1.12.11 Roaming.HandleHelpMessageFrom
- 1.12.12 Roaming.PickDestination
- 1.12.13 Roaming.SetFall
- 1.12.14 Roaming.ShareWithTeam
- 1.13 StakeOut
- 1.14 StartUp
- 1.15 TacticalMove
- 1.15.1 TacticalMove.AnimEnd
- 1.15.2 TacticalMove.BeginState
- 1.15.3 TacticalMove.EndState
- 1.15.4 TacticalMove.EnemyNotVisible
- 1.15.5 TacticalMove.HitWall
- 1.15.6 TacticalMove.PainTimer
- 1.15.7 TacticalMove.TakeDamage
- 1.15.8 TacticalMove.Timer
- 1.15.9 TacticalMove.FearThisSpot
- 1.15.10 TacticalMove.GiveUpTactical
- 1.15.11 TacticalMove.PickDestination
- 1.15.12 TacticalMove.PickRegDestination
- 1.15.13 TacticalMove.SetFall
- 1.15.14 TacticalMove.TryToward
- 1.15.15 TacticalMove.ValidRecovery
- 1.15.16 TacticalMove.WarnTarget
- 1.16 TakeHit
- 1.17 VictoryDance
- 1.18 Wandering
- 1.18.1 Wandering.AnimEnd
- 1.18.2 Wandering.BeginState
- 1.18.3 Wandering.EndState
- 1.18.4 Wandering.HitWall
- 1.18.5 Wandering.TakeDamage
- 1.18.6 Wandering.Timer
- 1.18.7 Wandering.EnemyAcquired
- 1.18.8 Wandering.FearThisSpot
- 1.18.9 Wandering.PickDestination
- 1.18.10 Wandering.SetFall
- 1.18.11 Wandering.TestDirection
- Bots states in other games:
- RTNP, UT
- Other member categories for this class:
- instance functions, internal variables
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States
Acquisition
Acquisition.BeginState
Overrides: Object.BeginState (global)
Acquisition.HearNoise
Overrides: HearNoise (global)
Acquisition.SeePlayer
Overrides: SeePlayer (global)
Acquisition.TakeDamage
Overrides: Pawn.TakeDamage (global)
Acquisition.WarnTarget
Overrides: WarnTarget (global)
Attacking
Ignores: Bump, HearNoise, HitWall, SeePlayer
Attacking.BeginState
Overrides: Object.BeginState (global)
Attacking.EnemyNotVisible
Overrides: Pawn.EnemyNotVisible (global)
Attacking.Timer
Overrides: Actor.Timer (global)
Attacking.ChooseAttackMode
Charging
Charging.AnimEnd
Overrides: Actor.AnimEnd (global)
Charging.BeginState
Overrides: Object.BeginState (global)
Charging.EndState
Overrides: Object.EndState (global)
Charging.EnemyNotVisible
Overrides: Pawn.EnemyNotVisible (global)
Charging.HitWall
Overrides: Actor.HitWall (global)
Charging.MayFall
Overrides: Pawn.MayFall (global)
Charging.TakeDamage
Overrides: Pawn.TakeDamage (global)
Charging.Timer
Overrides: Actor.Timer (global)
Charging.FearThisSpot
Overrides: FearThisSpot (global)
Charging.SetFall
Overrides: SetFall (global)
Charging.StrafeFromDamage
Overrides: StrafeFromDamage (global)
Charging.TryStrafe
Charging.TryToDuck
Overrides: TryToDuck (global)
Dying
Inherits from: Pawn.Dying
Ignores: Bump, Died, EnemyNotVisible, Falling, FootZoneChange, HeadZoneChange, HearNoise, HitWall, LongFall, PainTimer, SeePlayer, SetFall, Trigger, WarnTarget, ZoneChange
Dying.BeginState
Overrides: Pawn.Dying.BeginState
Dying.EndState
Overrides: Object.EndState (global)
Dying.TakeDamage
Overrides: Pawn.Dying.TakeDamage
Dying.ReStartPlayer
Overrides: Pawn.RestartPlayer (global)
Fallback
Ignores: Fallback.EnemyNotVisible
Fallback.AnimEnd
Overrides: Actor.AnimEnd (global)
Fallback.BeginState
Overrides: Object.BeginState (global)
Fallback.Bump
Overrides: Bump (global)
Fallback.EnemyNotVisible
Overrides: Pawn.EnemyNotVisible (global)
Fallback.HearNoise
Overrides: HearNoise (global)
Fallback.HitWall
Overrides: Actor.HitWall (global)
Fallback.SeePlayer
Overrides: SeePlayer (global)
Fallback.TakeDamage
Overrides: Pawn.TakeDamage (global)
Fallback.Timer
Overrides: Actor.Timer (global)
Fallback.PickDestination
Fallback.SetFall
Overrides: SetFall (global)
FallingState
Ignores: Bump, HitWall, WarnTarget
FallingState.BaseChange
Overrides: BaseChange (global)
FallingState.BeginState
Overrides: Object.BeginState (global)
FallingState.EndState
Overrides: Object.EndState (global)
FallingState.EnemyNotVisible
Overrides: Pawn.EnemyNotVisible (global)
FallingState.Landed
Overrides: Pawn.Landed (global)
FallingState.SeePlayer
Overrides: SeePlayer (global)
FallingState.TakeDamage
Overrides: Pawn.TakeDamage (global)
FallingState.Timer
Overrides: Actor.Timer (global)
FallingState.ZoneChange
Overrides: ZoneChange (global)
FallingState.adjustJump
FallingState.EnemyAcquired
Overrides: EnemyAcquired (global)
FallingState.SetEnemy
Overrides: SetEnemy (global)
FallingState.SetFall
Overrides: SetFall (global)
FindAir
Ignores: Bump, HearNoise, SeePlayer
FindAir.AnimEnd
Overrides: Actor.AnimEnd (global)
FindAir.EnemyNotVisible
Overrides: Pawn.EnemyNotVisible (global)
FindAir.HeadZoneChange
Overrides: Pawn.HeadZoneChange (global)
FindAir.HitWall
Overrides: Actor.HitWall (global)
FindAir.TakeDamage
Overrides: Pawn.TakeDamage (global)
FindAir.Timer
Overrides: Actor.Timer (global)
FindAir.PickDestination
GameEnded
Inherits from: Pawn.GameEnded
Ignores: Bump, Died, EnemyNotVisible, Falling, FootZoneChange, HeadZoneChange, HearNoise, HitWall, PainTimer, SeePlayer, TakeDamage, Trigger, WarnTarget, ZoneChange
GameEnded.BeginState
Overrides: Pawn.GameEnded.BeginState
Hunting
Hunting.AnimEnd
Overrides: Actor.AnimEnd (global)
Hunting.BeginState
Overrides: Object.BeginState (global)
Hunting.Bump
Overrides: Bump (global)
Hunting.EndState
Overrides: Object.EndState (global)
Hunting.HearNoise
Overrides: HearNoise (global)
Hunting.HitWall
Overrides: Actor.HitWall (global)
Hunting.MayFall
Overrides: Pawn.MayFall (global)
Hunting.TakeDamage
Overrides: Pawn.TakeDamage (global)
Hunting.Timer
Overrides: Actor.Timer (global)
Hunting.FearThisSpot
Overrides: FearThisSpot (global)
Hunting.FindViewSpot
Hunting.PickDestination
Hunting.SetEnemy
Overrides: SetEnemy (global)
Hunting.SetFall
Overrides: SetFall (global)
RangedAttack
Ignores: Bump, HearNoise, SeePlayer
RangedAttack.AnimEnd
Overrides: Actor.AnimEnd (global)
RangedAttack.BeginState
Overrides: Object.BeginState (global)
RangedAttack.EndState
Overrides: Object.EndState (global)
RangedAttack.EnemyNotVisible
Overrides: Pawn.EnemyNotVisible (global)
RangedAttack.TakeDamage
Overrides: Pawn.TakeDamage (global)
RangedAttack.Timer
Overrides: Actor.Timer (global)
RangedAttack.KeepAttacking
RangedAttack.SpecialFire
Overrides: SpecialFire (global)
RangedAttack.StopWaiting
Overrides: Pawn.StopWaiting (global)
Retreating
Retreating.AnimEnd
Overrides: Actor.AnimEnd (global)
Retreating.BeginState
Overrides: Object.BeginState (global)
Retreating.Bump
Overrides: Bump (global)
Retreating.HearNoise
Overrides: HearNoise (global)
Retreating.HitWall
Overrides: Actor.HitWall (global)
Retreating.SeePlayer
Overrides: SeePlayer (global)
Retreating.TakeDamage
Overrides: Pawn.TakeDamage (global)
Retreating.Timer
Overrides: Actor.Timer (global)
Retreating.ChangeDestination
Retreating.PickDestination
Retreating.PickNextSpot
Retreating.ReachedHome
Retreating.SetFall
Overrides: SetFall (global)
Retreating.WarnTarget
Overrides: WarnTarget (global)
Roaming
Roaming.AnimEnd
Overrides: Actor.AnimEnd (global)
Roaming.BeginState
Overrides: Object.BeginState (global)
Roaming.Bump
Overrides: Bump (global)
Roaming.EndState
Overrides: Object.EndState (global)
Roaming.HitWall
Overrides: Actor.HitWall (global)
Roaming.TakeDamage
Overrides: Pawn.TakeDamage (global)
Roaming.Timer
Overrides: Actor.Timer (global)
Roaming.EnemyAcquired
Overrides: EnemyAcquired (global)
Roaming.FearThisSpot
Overrides: FearThisSpot (global)
Roaming.FindAmbushSpot
Roaming.HandleHelpMessageFrom
Overrides: Pawn.HandleHelpMessageFrom (global)
Roaming.PickDestination
Roaming.SetFall
Overrides: SetFall (global)
StakeOut
StakeOut.BeginState
Overrides: Object.BeginState (global)
StakeOut.EndState
Overrides: Object.EndState (global)
StakeOut.HearNoise
Overrides: HearNoise (global)
StakeOut.TakeDamage
Overrides: Pawn.TakeDamage (global)
StakeOut.Timer
Overrides: Actor.Timer (global)
StakeOut.AdjustAim
Overrides: AdjustAim (global)
StakeOut.SetEnemy
Overrides: SetEnemy (global)
StakeOut.SetFall
Overrides: SetFall (global)
StartUp
Modifiers: auto
StartUp.BeginState
Overrides: Object.BeginState (global)
TacticalMove
TacticalMove.AnimEnd
Overrides: Actor.AnimEnd (global)
TacticalMove.BeginState
Overrides: Object.BeginState (global)
TacticalMove.EndState
Overrides: Object.EndState (global)
TacticalMove.EnemyNotVisible
Overrides: Pawn.EnemyNotVisible (global)
TacticalMove.HitWall
Overrides: Actor.HitWall (global)
TacticalMove.PainTimer
Overrides: PainTimer (global)
TacticalMove.TakeDamage
Overrides: Pawn.TakeDamage (global)
TacticalMove.Timer
Overrides: Actor.Timer (global)
TacticalMove.FearThisSpot
Overrides: FearThisSpot (global)
TacticalMove.GiveUpTactical
TacticalMove.PickDestination
TacticalMove.PickRegDestination
TacticalMove.SetFall
Overrides: SetFall (global)
TacticalMove.TryToward
TacticalMove.ValidRecovery
TacticalMove.WarnTarget
Overrides: WarnTarget (global)
TakeHit
Ignores: Bump, HearNoise, HitWall, SeePlayer
TakeHit.BeginState
Overrides: Object.BeginState (global)
TakeHit.Landed
Overrides: Pawn.Landed (global)
TakeHit.TakeDamage
Overrides: Pawn.TakeDamage (global)
TakeHit.Timer
Overrides: Actor.Timer (global)
TakeHit.PlayHitAnim
Overrides: PlayHitAnim (global)
VictoryDance
VictoryDance.BeginState
Overrides: Object.BeginState (global)
VictoryDance.TakeDamage
Overrides: Pawn.TakeDamage (global)
VictoryDance.EnemyAcquired
Overrides: EnemyAcquired (global)
Wandering
Wandering.AnimEnd
Overrides: Actor.AnimEnd (global)
Wandering.BeginState
Overrides: Object.BeginState (global)
Wandering.EndState
Overrides: Object.EndState (global)
Wandering.HitWall
Overrides: Actor.HitWall (global)
Wandering.TakeDamage
Overrides: Pawn.TakeDamage (global)
Wandering.Timer
Overrides: Actor.Timer (global)
Wandering.EnemyAcquired
Overrides: EnemyAcquired (global)
Wandering.FearThisSpot
Overrides: FearThisSpot (global)
Wandering.PickDestination
Wandering.SetFall
Overrides: SetFall (global)