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UE2:Bot internal variables (UT2004)
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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
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
bDodgingForward
Type: bool
bEnemyEngaged
Type: bool
bEnemyIsVisible
Type: bool
bFinalStretch
Type: bool
bFireSuccess
Type: bool
bForcedDirection
Type: bool
bFrustrated
Type: bool
bHasFired
Type: bool
bHasImpactHammer
Type: bool
bHasSuperWeapon
Type: bool
bHasTranslocator
Type: bool
bIgnoreEnemyChange
Type: bool
to prevent calling whattodonext() again on enemy change
bInitLifeMessage
Type: bool
bInstantAck
Type: bool
bJumpy
Type: bool
likes to jump around if true OBSOLETE - use Jumpiness
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
bShieldSelf
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
FormerVehicle
Type: Vehicle
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
Jumpiness
Type: float
0 to 1
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
LastUnderFire
Type: float
LoseEnemyCheckTime
Type: float
NextSquadMember
Type: Bot
linked list of members of this squad
NextTranslocTime
Type: float
NumRandomJumps
Type: int
attempts to free bot from being stuck
OldEnemy
Type: Pawn
FIXME TEMP
OldMessageID
Type: int
OldMessageType
Type: name
OldOrderGiver
Type: Controller
OldOrders
Type: name
ReactionTime
Type: float
RealTranslocationTarget
Type: Actor
ReTaskTime
Type: float
ScriptedCombat
Type: EScriptFollow
Default value: FOLLOWSCRIPT_LeaveScriptForCombat
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