Mostly Harmless
UE2:Bot internal variables (UT2003)
Object >> Actor >> Controller >> AIController >> ScriptedController >> Bot (internal variables) |
Contents
- 1 Internal variables
- 1.1 Accuracy
- 1.2 AcquireTime
- 1.3 Aggression
- 1.4 Aggressiveness
- 1.5 BaseAggressiveness
- 1.6 BaseAlertness
- 1.7 bCanFire
- 1.8 bChangeDir
- 1.9 bEnemyEngaged
- 1.10 bEnemyIsVisible
- 1.11 bFinalStretch
- 1.12 bFireSuccess
- 1.13 bForcedDirection
- 1.14 bFrustrated
- 1.15 bHasFired
- 1.16 bHasImpactHammer
- 1.17 bHasTranslocator
- 1.18 bInitLifeMessage
- 1.19 bJumpy
- 1.20 bJustLanded
- 1.21 bLeadTarget
- 1.22 BlockedPath
- 1.23 bMustCharge
- 1.24 bPlannedShot
- 1.25 bPursuingFlag
- 1.26 bReachedGatherPoint
- 1.27 bRecommendFastMove
- 1.28 bSingleTestSection
- 1.29 bStoppedFiring
- 1.30 bStrafeDir
- 1.31 bTacticalDoubleJump
- 1.32 bTranslocatorHop
- 1.33 bWasNearObjective
- 1.34 CampTime
- 1.35 ChooseAttackCounter
- 1.36 ChooseAttackTime
- 1.37 ChoosingAttackLevel
- 1.38 CombatStyle
- 1.39 ComboNames
- 1.40 EnemyAcquisitionScript
- 1.41 EnemyVisibilityTime
- 1.42 FailedHuntEnemy
- 1.43 FailedHuntTime
- 1.44 FavoriteWeapon
- 1.45 FormationPosition
- 1.46 GatherTime
- 1.47 GoalScript
- 1.48 GoalString
- 1.49 HidingSpot
- 1.50 ImpactTarget
- 1.51 LastAttractCheck
- 1.52 LastFireAttempt
- 1.53 LastKillerPosition
- 1.54 LastKnownPosition
- 1.55 LastRespawnTime
- 1.56 LastSearchTime
- 1.57 LastSearchWeight
- 1.58 LastTaunt
- 1.59 LoseEnemyCheckTime
- 1.60 NextSquadMember
- 1.61 NumRandomJumps
- 1.62 OldEnemy
- 1.63 OldMessageID
- 1.64 OldMessageType
- 1.65 ReactionTime
- 1.66 RealTranslocationTarget
- 1.67 ReTaskTime
- 1.68 ScriptedCombat
- 1.69 SoakString
- 1.70 Squad
- 1.71 StartleActor
- 1.72 StartTacticalTime
- 1.73 StopStartTime
- 1.74 StrafingAbility
- 1.75 Tactics
- 1.76 TestLabel
- 1.77 TestPath
- 1.78 TestStart
- 1.79 TranslocationTarget
- 1.80 TranslocFreq
- 1.81 TranslocUse
- 1.82 VisibleEnemy
- Bot internal variables in other games:
- UT, UT2004
- Other member categories for this class:
- instance functions, states
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Internal variables[edit]
Accuracy[edit]
Type: float
-1 to 1 (0 is default, higher is more accurate)
AcquireTime[edit]
Type: float
time at which current enemy was acquired
Aggression[edit]
Type: float
Aggressiveness[edit]
Type: float
0.0 to 1.0 (typically)
Default value: 0.4
BaseAggressiveness[edit]
Type: float
0 to 1 (0.3 default, higher is more aggressive)
Default value: 0.4
BaseAlertness[edit]
Type: float
bCanFire[edit]
Type: bool
used by TacticalMove and Charging states
bChangeDir[edit]
Type: bool
tactical move boolean
bEnemyEngaged[edit]
Type: bool
bEnemyIsVisible[edit]
Type: bool
bFinalStretch[edit]
Type: bool
bFireSuccess[edit]
Type: bool
bForcedDirection[edit]
Type: bool
bFrustrated[edit]
Type: bool
bHasFired[edit]
Type: bool
bHasImpactHammer[edit]
Type: bool
bHasTranslocator[edit]
Type: bool
bInitLifeMessage[edit]
Type: bool
bJumpy[edit]
Type: bool
likes to jump around if true
bJustLanded[edit]
Type: bool
bLeadTarget[edit]
Type: bool
lead target with projectile attack
Default value: True
BlockedPath[edit]
Type: NavigationPoint
bMustCharge[edit]
Type: bool
bPlannedShot[edit]
Type: bool
bPursuingFlag[edit]
Type: bool
bReachedGatherPoint[edit]
Type: bool
bRecommendFastMove[edit]
Type: bool
bSingleTestSection[edit]
Type: bool
used in ReviewJumpSpots;
bStoppedFiring[edit]
Type: bool
bStrafeDir[edit]
Type: bool
bTacticalDoubleJump[edit]
Type: bool
bTranslocatorHop[edit]
Type: bool
bWasNearObjective[edit]
Type: bool
CampTime[edit]
Type: float
ChooseAttackCounter[edit]
Type: int
ChooseAttackTime[edit]
Type: float
ChoosingAttackLevel[edit]
Type: int
CombatStyle[edit]
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[edit]
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[edit]
Type: UnrealScriptedSequence
EnemyVisibilityTime[edit]
Type: float
FailedHuntEnemy[edit]
Type: Pawn
FailedHuntTime[edit]
Type: float
FavoriteWeapon[edit]
FormationPosition[edit]
Type: int
GatherTime[edit]
Type: float
GoalScript[edit]
Type: UnrealScriptedSequence
ScriptedSequence bot is moving toward (assigned by TeamAI)
GoalString[edit]
Type: string
for debugging - used to show what bot is thinking (with 'ShowDebug')
HidingSpot[edit]
Type: Object.Vector
ImpactTarget[edit]
Type: Actor
LastAttractCheck[edit]
Type: float
Default value: -10000.0
LastFireAttempt[edit]
Type: float
LastKillerPosition[edit]
Type: Object.Vector
LastKnownPosition[edit]
Type: Object.Vector
LastRespawnTime[edit]
Type: float
LastSearchTime[edit]
Type: float
Default value: -10000.0
LastSearchWeight[edit]
Type: float
LastTaunt[edit]
Type: int
LoseEnemyCheckTime[edit]
Type: float
NextSquadMember[edit]
Type: Bot
linked list of members of this squad
NumRandomJumps[edit]
Type: int
attempts to free bot from being stuck
OldEnemy[edit]
Type: Pawn
FIXME TEMP
OldMessageID[edit]
Type: int
OldMessageType[edit]
Type: name
ReactionTime[edit]
Type: float
RealTranslocationTarget[edit]
Type: Actor
ReTaskTime[edit]
Type: float
ScriptedCombat[edit]
Type: EScriptFollow
SoakString[edit]
Type: string
for debugging - shows problem when soaking
Squad[edit]
Type: SquadAI
StartleActor[edit]
Type: Actor
StartTacticalTime[edit]
Type: float
StopStartTime[edit]
Type: float
StrafingAbility[edit]
Type: float
-1 to 1 (higher uses strafing more)
Tactics[edit]
Type: float
TestLabel[edit]
Type: name
TestPath[edit]
Type: int
TestStart[edit]
Type: NavigationPoint
TranslocationTarget[edit]
Type: Actor
TranslocFreq[edit]
Type: float
TranslocUse[edit]
Type: float
0 to 1 - higher means more likely to use
Default value: 1.0
VisibleEnemy[edit]
Type: Pawn