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UE2:Bot internal variables (UT2004)

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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

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

Type: class<Weapon>


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