UE2:Bot internal variables (UT2003)
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Object >> Actor >> Controller >> AIController >> ScriptedController >> Bot (internal variables) |
- Bot internal variables in other games:
- Other member categories for this class:
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Internal variables
Accuracy
Type: float
-1 to 1 (0 is default, higher is more accurate)
AcquireTime
Type: float
time at which current enemy was acquired
Aggression
Type: float
Aggressiveness
Type: float
0.0 to 1.0 (typically)
Default value: 0.4
BaseAggressiveness
Type: float
0 to 1 (0.3 default, higher is more aggressive)
Default value: 0.4
BaseAlertness
Type: float
bCanFire
Type: bool
used by TacticalMove and Charging states
bChangeDir
Type: bool
tactical move boolean
bEnemyEngaged
Type: bool
bEnemyIsVisible
Type: bool
bFinalStretch
Type: bool
bFireSuccess
Type: bool
bForcedDirection
Type: bool
bFrustrated
Type: bool
bHasFired
Type: bool
bHasImpactHammer
Type: bool
bHasTranslocator
Type: bool
bInitLifeMessage
Type: bool
bJumpy
Type: bool
likes to jump around if true
bJustLanded
Type: bool
bLeadTarget
Type: bool
lead target with projectile attack
Default value: True
BlockedPath
Type: NavigationPoint
bMustCharge
Type: bool
bPlannedShot
Type: bool
bPursuingFlag
Type: bool
bReachedGatherPoint
Type: bool
bRecommendFastMove
Type: bool
bSingleTestSection
Type: bool
used in ReviewJumpSpots;
bStoppedFiring
Type: bool
bStrafeDir
Type: bool
bTacticalDoubleJump
Type: bool
bTranslocatorHop
Type: bool
bWasNearObjective
Type: bool
CampTime
Type: float
ChooseAttackCounter
Type: int
ChooseAttackTime
Type: float
ChoosingAttackLevel
Type: int
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
ComboNames
Type: string
Array size: 4
Default value, index 0: "xGame.ComboSpeed"
Default value, index 1: "xGame.ComboBerserk"
Default value, index 2: "xGame.ComboDefensive"
Default value, index 3: "xGame.ComboInvis"
EnemyAcquisitionScript
Type: UnrealScriptedSequence
EnemyVisibilityTime
Type: float
FailedHuntEnemy
Type: Pawn
FailedHuntTime
Type: float
FavoriteWeapon
FormationPosition
Type: int
GatherTime
Type: float
GoalScript
Type: UnrealScriptedSequence
ScriptedSequence bot is moving toward (assigned by TeamAI)
GoalString
Type: string
for debugging - used to show what bot is thinking (with 'ShowDebug')
HidingSpot
Type: Object.Vector
ImpactTarget
Type: Actor
LastAttractCheck
Type: float
Default value: -10000.0
LastFireAttempt
Type: float
LastKillerPosition
Type: Object.Vector
LastKnownPosition
Type: Object.Vector
LastRespawnTime
Type: float
LastSearchTime
Type: float
Default value: -10000.0
LastSearchWeight
Type: float
LastTaunt
Type: int
LoseEnemyCheckTime
Type: float
NextSquadMember
Type: Bot
linked list of members of this squad
NumRandomJumps
Type: int
attempts to free bot from being stuck
OldEnemy
Type: Pawn
FIXME TEMP
OldMessageID
Type: int
OldMessageType
Type: name
ReactionTime
Type: float
RealTranslocationTarget
Type: Actor
ReTaskTime
Type: float
ScriptedCombat
Type: EScriptFollow
SoakString
Type: string
for debugging - shows problem when soaking
Squad
Type: SquadAI
StartleActor
Type: Actor
StartTacticalTime
Type: float
StopStartTime
Type: float
StrafingAbility
Type: float
-1 to 1 (higher uses strafing more)
Tactics
Type: float
TestLabel
Type: name
TestPath
Type: int
TestStart
Type: NavigationPoint
TranslocationTarget
Type: Actor
TranslocFreq
Type: float
TranslocUse
Type: float
0 to 1 - higher means more likely to use
Default value: 1.0
VisibleEnemy
Type: Pawn