I'm a doctor, not a mechanic
UE2:Bot states (UT2003)
Object >> Actor >> Controller >> AIController >> ScriptedController >> Bot (states) |
Contents
- 1 States
- 1.1 Charging
- 1.2 Dead
- 1.3 Fallback
- 1.4 FindAir
- 1.5 GameEnded
- 1.6 Hunting
- 1.7 MoveToGoal
- 1.8 MoveToGoalNoEnemy
- 1.9 MoveToGoalWithEnemy
- 1.10 NoGoal
- 1.11 RangedAttack
- 1.12 RestFormation
- 1.13 Retreating
- 1.14 Roaming
- 1.15 Scripting
- 1.16 StakeOut
- 1.17 Startled
- 1.18 TacticalMove
- 1.18.1 TacticalMove.BeginState
- 1.18.2 TacticalMove.EndState
- 1.18.3 TacticalMove.EnemyNotVisible
- 1.18.4 TacticalMove.NotifyHitWall
- 1.18.5 TacticalMove.NotifyJumpApex
- 1.18.6 TacticalMove.Timer
- 1.18.7 TacticalMove.EngageDirection
- 1.18.8 TacticalMove.IsStrafing
- 1.18.9 TacticalMove.PawnIsInPain
- 1.18.10 TacticalMove.PickDestination
- 1.18.11 TacticalMove.ReceiveWarning
- 1.18.12 TacticalMove.SetFall
- 1.19 Testing
- 1.19.1 Testing.BeginState
- 1.19.2 Testing.EndState
- 1.19.3 Testing.Timer
- 1.19.4 Testing.AvoidCertainDeath
- 1.19.5 Testing.Celebrate
- 1.19.6 Testing.EnemyChanged
- 1.19.7 Testing.FindNextJumpTarget
- 1.19.8 Testing.FindNextMoveTarget
- 1.19.9 Testing.SetAttractionState
- 1.19.10 Testing.SetLowGrav
- 1.19.11 Testing.WanderOrCamp
- 1.19.12 Testing.WhatToDoNext
- 1.20 WaitingForLanding
- Bot states in other games:
- UT, UT2004
- Other member categories for this class:
- instance functions, internal variables
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States[edit]
Charging[edit]
Extends: MoveToGoalWithEnemy
Charging.EndState[edit]
Overrides: Object.EndState (global)
Charging.EnemyNotVisible[edit]
Overrides: Controller.EnemyNotVisible (global)
Charging.MayFall[edit]
Overrides: Controller.MayFall (global)
Charging.NotifyBump[edit]
Overrides: NotifyBump (global)
Charging.Timer[edit]
Overrides: MoveToGoalWithEnemy.Timer
Charging.NotifyTakeHit[edit]
Overrides: Controller.NotifyTakeHit (global)
Charging.StrafeFromDamage[edit]
Overrides: StrafeFromDamage (global)
Charging.TryStrafe[edit]
Charging.TryToDuck[edit]
Overrides: TryToDuck (global)
Dead[edit]
Inherits from: Controller.Dead
Ignores: EnemyNotVisible, HearNoise, NotifyBump, NotifyHeadVolumeChange, NotifyHitWall, NotifyLanded, NotifyPhysicsVolumeChange, ReceiveWarning, SeePlayer
Dead.BeginState[edit]
Overrides: Object.BeginState (global)
Dead.Timer[edit]
Overrides: Actor.Timer (global)
Dead.Celebrate[edit]
Overrides: Celebrate (global)
Dead.EnemyChanged[edit]
Overrides: EnemyChanged (global)
Dead.SetAttractionState[edit]
Overrides: SetAttractionState (global)
Dead.WanderOrCamp[edit]
Overrides: WanderOrCamp (global)
Dead.WhatToDoNext[edit]
Overrides: WhatToDoNext (global)
Fallback[edit]
Extends: MoveToGoalWithEnemy
Fallback.EnemyNotVisible[edit]
Overrides: Controller.EnemyNotVisible (global)
Fallback.MayFall[edit]
Overrides: Controller.MayFall (global)
Fallback.NotifyBump[edit]
Overrides: NotifyBump (global)
Fallback.EnemyChanged[edit]
Overrides: EnemyChanged (global)
Fallback.IsRetreating[edit]
Overrides: IsRetreating (global)
FindAir[edit]
Ignores: Bump, HearNoise, SeePlayer
FindAir.BeginState[edit]
Overrides: Object.BeginState (global)
FindAir.EndState[edit]
Overrides: Object.EndState (global)
FindAir.EnemyNotVisible[edit]
Overrides: Controller.EnemyNotVisible (global)
FindAir.NotifyHeadVolumeChange[edit]
Overrides: Controller.NotifyHeadVolumeChange (global)
FindAir.NotifyHitWall[edit]
Overrides: Controller.NotifyHitWall (global)
FindAir.Timer[edit]
Overrides: Actor.Timer (global)
FindAir.PickDestination[edit]
GameEnded[edit]
Inherits from: Controller.GameEnded
Ignores: Falling, HearNoise, HitWall, KilledBy, NotifyBump, NotifyHeadVolumeChange, NotifyPhysicsVolumeChange, ReceiveWarning, SeePlayer, TakeDamage
GameEnded.BeginState[edit]
Overrides: Controller.GameEnded.BeginState
GameEnded.Timer[edit]
Overrides: Actor.Timer (global)
GameEnded.Celebrate[edit]
Overrides: Celebrate (global)
GameEnded.EnemyChanged[edit]
Overrides: EnemyChanged (global)
GameEnded.SetAttractionState[edit]
Overrides: SetAttractionState (global)
GameEnded.SwitchToBestWeapon[edit]
Overrides: Controller.SwitchToBestWeapon (global)
GameEnded.WanderOrCamp[edit]
Overrides: WanderOrCamp (global)
GameEnded.WhatToDoNext[edit]
Overrides: WhatToDoNext (global)
Hunting[edit]
Extends: MoveToGoalWithEnemy
Hunting.BeginState[edit]
Overrides: MoveToGoal.BeginState
Hunting.EndState[edit]
Overrides: Object.EndState (global)
Hunting.MayFall[edit]
Overrides: Controller.MayFall (global)
Hunting.SeePlayer[edit]
Overrides: SeePlayer (global)
Hunting.Timer[edit]
Overrides: MoveToGoalWithEnemy.Timer
Hunting.FindViewSpot[edit]
Hunting.IsHunting[edit]
Overrides: IsHunting (global)
Hunting.NotifyTakeHit[edit]
Overrides: Controller.NotifyTakeHit (global)
Hunting.PickDestination[edit]
MoveToGoal[edit]
MoveToGoal.BeginState[edit]
Overrides: Object.BeginState (global)
MoveToGoal.Timer[edit]
Overrides: Actor.Timer (global)
MoveToGoal.CheckPathToGoalAround[edit]
Overrides: CheckPathToGoalAround (global)
MoveToGoalNoEnemy[edit]
Extends: MoveToGoal
MoveToGoalNoEnemy.EnemyChanged[edit]
Overrides: EnemyChanged (global)
MoveToGoalWithEnemy[edit]
Extends: MoveToGoal
MoveToGoalWithEnemy.Timer[edit]
Overrides: MoveToGoal.Timer
NoGoal[edit]
NoGoal.EnemyChanged[edit]
Overrides: EnemyChanged (global)
RangedAttack[edit]
Ignores: Bump, HearNoise, SeePlayer
RangedAttack.BeginState[edit]
Overrides: Object.BeginState (global)
RangedAttack.EnemyNotVisible[edit]
Overrides: Controller.EnemyNotVisible (global)
RangedAttack.Timer[edit]
Overrides: Actor.Timer (global)
RangedAttack.CancelCampFor[edit]
Overrides: CancelCampFor (global)
RangedAttack.DoRangedAttackOn[edit]
Overrides: DoRangedAttackOn (global)
RangedAttack.StopFiring[edit]
Overrides: StopFiring (global)
RangedAttack.Stopped[edit]
Overrides: Stopped (global)
RestFormation[edit]
Extends: NoGoal
RestFormation.BeginState[edit]
Overrides: Object.BeginState (global)
RestFormation.EndState[edit]
Overrides: Object.EndState (global)
RestFormation.MonitoredPawnAlert[edit]
Overrides: Controller.MonitoredPawnAlert (global)
RestFormation.Timer[edit]
Overrides: Actor.Timer (global)
RestFormation.CancelCampFor[edit]
Overrides: CancelCampFor (global)
RestFormation.Formation[edit]
Overrides: Formation (global)
RestFormation.PickDestination[edit]
Retreating[edit]
Extends: Fallback
Retreating.BeginState[edit]
Overrides: MoveToGoal.BeginState
Retreating.FaceActor[edit]
Overrides: FaceActor (global)
Retreating.IsRetreating[edit]
Overrides: Fallback.IsRetreating
Roaming[edit]
Extends: MoveToGoalNoEnemy
Roaming.MayFall[edit]
Overrides: Controller.MayFall (global)
Scripting[edit]
Inherits from: ScriptedController.Scripting
Scripting.EndState[edit]
Overrides: ScriptedController.Scripting.EndState
Scripting.Timer[edit]
Overrides: ScriptedController.Scripting.Timer
Scripting.AbortScript[edit]
Overrides: ScriptedController.Scripting.AbortScript
Scripting.CancelCampFor[edit]
Overrides: CancelCampFor (global)
Scripting.ClearPathFor[edit]
Overrides: ClearPathFor (global)
Scripting.CompleteAction[edit]
Overrides: ScriptedController.Scripting.CompleteAction
Scripting.LeaveScripting[edit]
Overrides: ScriptedController.Scripting.LeaveScripting
Scripting.MayShootAtEnemy[edit]
Overrides: ScriptedController.Scripting.MayShootAtEnemy
Scripting.Restart[edit]
Overrides: Restart (global)
Scripting.SetMoveTarget[edit]
Overrides: ScriptedController.Scripting.SetMoveTarget
StakeOut[edit]
StakeOut.BeginState[edit]
Overrides: Object.BeginState (global)
StakeOut.EndState[edit]
Overrides: Object.EndState (global)
StakeOut.SeePlayer[edit]
Overrides: SeePlayer (global)
StakeOut.Timer[edit]
Overrides: Actor.Timer (global)
StakeOut.AdjustAim[edit]
Overrides: AdjustAim (global)
StakeOut.CanAttack[edit]
Overrides: CanAttack (global)
StakeOut.DoStakeOut[edit]
Overrides: DoStakeOut (global)
StakeOut.FindNewStakeOutDir[edit]
StakeOut.NotifyTakeHit[edit]
Overrides: Controller.NotifyTakeHit (global)
StakeOut.SetFocus[edit]
StakeOut.Stopped[edit]
Overrides: Stopped (global)
Startled[edit]
Ignores: EnemyNotVisible, HearNoise, SeePlayer
Startled.BeginState[edit]
Overrides: Object.BeginState (global)
Startled.Startle[edit]
Overrides: Startle (global)
TacticalMove[edit]
TacticalMove.BeginState[edit]
Overrides: Object.BeginState (global)
TacticalMove.EndState[edit]
Overrides: Object.EndState (global)
TacticalMove.EnemyNotVisible[edit]
Overrides: Controller.EnemyNotVisible (global)
TacticalMove.NotifyHitWall[edit]
Overrides: Controller.NotifyHitWall (global)
TacticalMove.NotifyJumpApex[edit]
Overrides: ScriptedController.NotifyJumpApex (global)
TacticalMove.Timer[edit]
Overrides: Actor.Timer (global)
TacticalMove.EngageDirection[edit]
TacticalMove.IsStrafing[edit]
Overrides: IsStrafing (global)
TacticalMove.PawnIsInPain[edit]
Overrides: Controller.PawnIsInPain (global)
TacticalMove.PickDestination[edit]
TacticalMove.ReceiveWarning[edit]
Overrides: ReceiveWarning (global)
TacticalMove.SetFall[edit]
Overrides: SetFall (global)
Testing[edit]
Ignores: EnemyNotVisible, HearNoise, NotifyBump, NotifyHeadVolumeChange, NotifyHitWall, NotifyLanded, NotifyPhysicsVolumeChange, ReceiveWarning, SeePlayer
Testing.BeginState[edit]
Overrides: Object.BeginState (global)
Testing.EndState[edit]
Overrides: Object.EndState (global)
Testing.Timer[edit]
Overrides: Actor.Timer (global)
Testing.AvoidCertainDeath[edit]
Overrides: Controller.AvoidCertainDeath (global)
Testing.Celebrate[edit]
Overrides: Celebrate (global)
Testing.EnemyChanged[edit]
Overrides: EnemyChanged (global)
Testing.FindNextJumpTarget[edit]
Testing.FindNextMoveTarget[edit]
Testing.SetAttractionState[edit]
Overrides: SetAttractionState (global)
Testing.SetLowGrav[edit]
Testing.WanderOrCamp[edit]
Overrides: WanderOrCamp (global)
Testing.WhatToDoNext[edit]
Overrides: WhatToDoNext (global)
WaitingForLanding[edit]
WaitingForLanding.BeginState[edit]
Overrides: Object.BeginState (global)
WaitingForLanding.NotifyLanded[edit]
Overrides: NotifyLanded (global)
WaitingForLanding.Timer[edit]
Overrides: Actor.Timer (global)
WaitingForLanding.DoWaitForLanding[edit]
Overrides: DoWaitForLanding (global)