Mostly Harmless

UE2:Bot internal variables (UT2004)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT2004 Object >> Actor >> Controller >> AIController >> ScriptedController >> Bot (internal variables)

Contents

Bot internal variables in other games:
UT, UT2003
Other member categories for this class:
instance functions, states

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

bDodgingForward[edit]

Type: bool


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


bHasSuperWeapon[edit]

Type: bool


bHasTranslocator[edit]

Type: bool


bIgnoreEnemyChange[edit]

Type: bool

to prevent calling whattodonext() again on enemy change

bInitLifeMessage[edit]

Type: bool


bInstantAck[edit]

Type: bool


bJumpy[edit]

Type: bool

likes to jump around if true OBSOLETE - use Jumpiness

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


bShieldSelf[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]

Type: class<Weapon>


FormationPosition[edit]

Type: int


FormerVehicle[edit]

Type: Vehicle


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


Jumpiness[edit]

Type: float

0 to 1

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


LastUnderFire[edit]

Type: float


LoseEnemyCheckTime[edit]

Type: float


NextSquadMember[edit]

Type: Bot

linked list of members of this squad

NextTranslocTime[edit]

Type: float


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


OldOrderGiver[edit]

Type: Controller


OldOrders[edit]

Type: name


ReactionTime[edit]

Type: float


RealTranslocationTarget[edit]

Type: Actor


ReTaskTime[edit]

Type: float


ScriptedCombat[edit]

Type: EScriptFollow


Default value: FOLLOWSCRIPT_LeaveScriptForCombat

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