Mostly Harmless
UE2:Bot internal variables (UT2004)
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 bDodgingForward
- 1.10 bEnemyEngaged
- 1.11 bEnemyIsVisible
- 1.12 bFinalStretch
- 1.13 bFireSuccess
- 1.14 bForcedDirection
- 1.15 bFrustrated
- 1.16 bHasFired
- 1.17 bHasImpactHammer
- 1.18 bHasSuperWeapon
- 1.19 bHasTranslocator
- 1.20 bIgnoreEnemyChange
- 1.21 bInitLifeMessage
- 1.22 bInstantAck
- 1.23 bJumpy
- 1.24 bJustLanded
- 1.25 bLeadTarget
- 1.26 BlockedPath
- 1.27 bMustCharge
- 1.28 bPlannedShot
- 1.29 bPursuingFlag
- 1.30 bReachedGatherPoint
- 1.31 bRecommendFastMove
- 1.32 bShieldSelf
- 1.33 bSingleTestSection
- 1.34 bStoppedFiring
- 1.35 bStrafeDir
- 1.36 bTacticalDoubleJump
- 1.37 bTranslocatorHop
- 1.38 bWasNearObjective
- 1.39 CampTime
- 1.40 ChooseAttackCounter
- 1.41 ChooseAttackTime
- 1.42 ChoosingAttackLevel
- 1.43 CombatStyle
- 1.44 ComboNames
- 1.45 EnemyAcquisitionScript
- 1.46 EnemyVisibilityTime
- 1.47 FailedHuntEnemy
- 1.48 FailedHuntTime
- 1.49 FavoriteWeapon
- 1.50 FormationPosition
- 1.51 FormerVehicle
- 1.52 GatherTime
- 1.53 GoalScript
- 1.54 GoalString
- 1.55 HidingSpot
- 1.56 ImpactTarget
- 1.57 Jumpiness
- 1.58 LastAttractCheck
- 1.59 LastFireAttempt
- 1.60 LastKillerPosition
- 1.61 LastKnownPosition
- 1.62 LastRespawnTime
- 1.63 LastSearchTime
- 1.64 LastSearchWeight
- 1.65 LastTaunt
- 1.66 LastUnderFire
- 1.67 LoseEnemyCheckTime
- 1.68 NextSquadMember
- 1.69 NextTranslocTime
- 1.70 NumRandomJumps
- 1.71 OldEnemy
- 1.72 OldMessageID
- 1.73 OldMessageType
- 1.74 OldOrderGiver
- 1.75 OldOrders
- 1.76 ReactionTime
- 1.77 RealTranslocationTarget
- 1.78 ReTaskTime
- 1.79 ScriptedCombat
- 1.80 SoakString
- 1.81 Squad
- 1.82 StartleActor
- 1.83 StartTacticalTime
- 1.84 StopStartTime
- 1.85 StrafingAbility
- 1.86 Tactics
- 1.87 TestLabel
- 1.88 TestPath
- 1.89 TestStart
- 1.90 TranslocationTarget
- 1.91 TranslocFreq
- 1.92 TranslocUse
- 1.93 VisibleEnemy
- Bot internal variables in other games:
- UT, UT2003
- 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
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]
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