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UE2:Bot states (UT2003)

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UT2003 Object >> Actor >> Controller >> AIController >> ScriptedController >> Bot (states)

Contents

Bot states in other games:
UT, UT2004
Other member categories for this class:
instance functions, internal variables

States[edit]

Charging[edit]

Extends: MoveToGoalWithEnemy

Ignores: HearNoise, SeePlayer

Charging.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


Charging.EnemyNotVisible[edit]

event EnemyNotVisible ()

Overrides: Controller.EnemyNotVisible (global)


Charging.MayFall[edit]

event MayFall ()

Overrides: Controller.MayFall (global)


Charging.NotifyBump[edit]

event bool NotifyBump (Actor Other)

Overrides: NotifyBump (global)


Charging.Timer[edit]

event Timer ()

Overrides: MoveToGoalWithEnemy.Timer


Charging.NotifyTakeHit[edit]

function NotifyTakeHit (Pawn InstigatedBy, Object.Vector HitLocation, int Damage, class<DamageTypedamageType, Object.Vector Momentum)

Overrides: Controller.NotifyTakeHit (global)


Charging.StrafeFromDamage[edit]

function bool StrafeFromDamage (float Damage, class<DamageTypeDamageType, bool bFindDest)

Overrides: StrafeFromDamage (global)


Charging.TryStrafe[edit]

function bool TryStrafe (Object.Vector sideDir)


Charging.TryToDuck[edit]

function bool TryToDuck (Object.Vector duckDir, bool bReversed)

Overrides: TryToDuck (global)


Dead[edit]

Inherits from: Controller.Dead

Ignores: EnemyNotVisible, HearNoise, NotifyBump, NotifyHeadVolumeChange, NotifyHitWall, NotifyLanded, NotifyPhysicsVolumeChange, ReceiveWarning, SeePlayer

Dead.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Dead.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


Dead.Celebrate[edit]

function Celebrate ()

Overrides: Celebrate (global)


Dead.EnemyChanged[edit]

function EnemyChanged (bool bNewEnemyVisible)

Overrides: EnemyChanged (global)


Dead.SetAttractionState[edit]

function SetAttractionState ()

Overrides: SetAttractionState (global)


Dead.WanderOrCamp[edit]

function WanderOrCamp (bool bMayCrouch)

Overrides: WanderOrCamp (global)


Dead.WhatToDoNext[edit]

function WhatToDoNext (byte CallingByte)

Overrides: WhatToDoNext (global)


Fallback[edit]

Extends: MoveToGoalWithEnemy

Fallback.EnemyNotVisible[edit]

event EnemyNotVisible ()

Overrides: Controller.EnemyNotVisible (global)


Fallback.MayFall[edit]

event MayFall ()

Overrides: Controller.MayFall (global)


Fallback.NotifyBump[edit]

event bool NotifyBump (Actor Other)

Overrides: NotifyBump (global)


Fallback.EnemyChanged[edit]

function EnemyChanged (bool bNewEnemyVisible)

Overrides: EnemyChanged (global)


Fallback.IsRetreating[edit]

function bool IsRetreating ()

Overrides: IsRetreating (global)


FindAir[edit]

Ignores: Bump, HearNoise, SeePlayer

FindAir.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


FindAir.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


FindAir.EnemyNotVisible[edit]

event EnemyNotVisible ()

Overrides: Controller.EnemyNotVisible (global)


FindAir.NotifyHeadVolumeChange[edit]

event bool NotifyHeadVolumeChange (PhysicsVolume NewHeadVolume)

Overrides: Controller.NotifyHeadVolumeChange (global)


FindAir.NotifyHitWall[edit]

event bool NotifyHitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Controller.NotifyHitWall (global)


FindAir.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


FindAir.PickDestination[edit]

function PickDestination (bool bNoCharge)


GameEnded[edit]

Inherits from: Controller.GameEnded

Ignores: Falling, HearNoise, HitWall, KilledBy, NotifyBump, NotifyHeadVolumeChange, NotifyPhysicsVolumeChange, ReceiveWarning, SeePlayer, TakeDamage

GameEnded.BeginState[edit]

event BeginState ()

Overrides: Controller.GameEnded.BeginState


GameEnded.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


GameEnded.Celebrate[edit]

function Celebrate ()

Overrides: Celebrate (global)


GameEnded.EnemyChanged[edit]

function EnemyChanged (bool bNewEnemyVisible)

Overrides: EnemyChanged (global)


GameEnded.SetAttractionState[edit]

function SetAttractionState ()

Overrides: SetAttractionState (global)


GameEnded.SwitchToBestWeapon[edit]

function SwitchToBestWeapon ()

Overrides: Controller.SwitchToBestWeapon (global)


GameEnded.WanderOrCamp[edit]

function WanderOrCamp (bool bMayCrouch)

Overrides: WanderOrCamp (global)


GameEnded.WhatToDoNext[edit]

function WhatToDoNext (byte CallingByte)

Overrides: WhatToDoNext (global)


Hunting[edit]

Extends: MoveToGoalWithEnemy

Ignores: EnemyNotVisible

Hunting.BeginState[edit]

event BeginState ()

Overrides: MoveToGoal.BeginState


Hunting.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


Hunting.MayFall[edit]

event MayFall ()

Overrides: Controller.MayFall (global)


Hunting.SeePlayer[edit]

event SeePlayer (Pawn SeenPlayer)

Overrides: SeePlayer (global)


Hunting.Timer[edit]

event Timer ()

Overrides: MoveToGoalWithEnemy.Timer


Hunting.FindViewSpot[edit]

function bool FindViewSpot ()


Hunting.IsHunting[edit]

function bool IsHunting ()

Overrides: IsHunting (global)


Hunting.NotifyTakeHit[edit]

function NotifyTakeHit (Pawn InstigatedBy, Object.Vector HitLocation, int Damage, class<DamageTypedamageType, Object.Vector Momentum)

Overrides: Controller.NotifyTakeHit (global)


Hunting.PickDestination[edit]

function PickDestination ()


MoveToGoal[edit]

MoveToGoal.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


MoveToGoal.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


MoveToGoal.CheckPathToGoalAround[edit]

function bool CheckPathToGoalAround (Pawn P)

Overrides: CheckPathToGoalAround (global)


MoveToGoalNoEnemy[edit]

Extends: MoveToGoal

MoveToGoalNoEnemy.EnemyChanged[edit]

function EnemyChanged (bool bNewEnemyVisible)

Overrides: EnemyChanged (global)


MoveToGoalWithEnemy[edit]

Extends: MoveToGoal

MoveToGoalWithEnemy.Timer[edit]

event Timer ()

Overrides: MoveToGoal.Timer


NoGoal[edit]

NoGoal.EnemyChanged[edit]

function EnemyChanged (bool bNewEnemyVisible)

Overrides: EnemyChanged (global)


RangedAttack[edit]

Ignores: Bump, HearNoise, SeePlayer

RangedAttack.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


RangedAttack.EnemyNotVisible[edit]

event EnemyNotVisible ()

Overrides: Controller.EnemyNotVisible (global)


RangedAttack.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


RangedAttack.CancelCampFor[edit]

function CancelCampFor (Controller C)

Overrides: CancelCampFor (global)


RangedAttack.DoRangedAttackOn[edit]

function DoRangedAttackOn (Actor A)

Overrides: DoRangedAttackOn (global)


RangedAttack.StopFiring[edit]

function StopFiring ()

Overrides: StopFiring (global)


RangedAttack.Stopped[edit]

function bool Stopped ()

Overrides: Stopped (global)


RestFormation[edit]

Extends: NoGoal

Ignores: EnemyNotVisible

RestFormation.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


RestFormation.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


RestFormation.MonitoredPawnAlert[edit]

event MonitoredPawnAlert ()

Overrides: Controller.MonitoredPawnAlert (global)


RestFormation.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


RestFormation.CancelCampFor[edit]

function CancelCampFor (Controller C)

Overrides: CancelCampFor (global)


RestFormation.Formation[edit]

function bool Formation ()

Overrides: Formation (global)


RestFormation.PickDestination[edit]

function PickDestination ()


Retreating[edit]

Extends: Fallback

Retreating.BeginState[edit]

event BeginState ()

Overrides: MoveToGoal.BeginState


Retreating.FaceActor[edit]

function Actor FaceActor (float StrafingModifier)

Overrides: FaceActor (global)


Retreating.IsRetreating[edit]

function bool IsRetreating ()

Overrides: Fallback.IsRetreating


Roaming[edit]

Extends: MoveToGoalNoEnemy

Ignores: EnemyNotVisible

Roaming.MayFall[edit]

event MayFall ()

Overrides: Controller.MayFall (global)


Scripting[edit]

Inherits from: ScriptedController.Scripting

Ignores: EnemyNotVisible

Scripting.EndState[edit]

event EndState ()

Overrides: ScriptedController.Scripting.EndState


Scripting.Timer[edit]

event Timer ()

Overrides: ScriptedController.Scripting.Timer


Scripting.AbortScript[edit]

function AbortScript ()

Overrides: ScriptedController.Scripting.AbortScript


Scripting.CancelCampFor[edit]

function CancelCampFor (Controller C)

Overrides: CancelCampFor (global)


Scripting.ClearPathFor[edit]

function ClearPathFor (Controller C)

Overrides: ClearPathFor (global)


Scripting.CompleteAction[edit]

function CompleteAction ()

Overrides: ScriptedController.Scripting.CompleteAction


Scripting.LeaveScripting[edit]

function LeaveScripting ()

Overrides: ScriptedController.Scripting.LeaveScripting


Scripting.MayShootAtEnemy[edit]

function MayShootAtEnemy ()

Overrides: ScriptedController.Scripting.MayShootAtEnemy


Scripting.Restart[edit]

function Restart ()

Overrides: Restart (global)


Scripting.SetMoveTarget[edit]

function SetMoveTarget ()

Overrides: ScriptedController.Scripting.SetMoveTarget


StakeOut[edit]

Ignores: EnemyNotVisible

StakeOut.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


StakeOut.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


StakeOut.SeePlayer[edit]

event SeePlayer (Pawn SeenPlayer)

Overrides: SeePlayer (global)


StakeOut.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


StakeOut.AdjustAim[edit]

function Object.Rotator AdjustAim (Ammunition FiredAmmunition, Object.Vector projStart, int aimerror)

Overrides: AdjustAim (global)


StakeOut.CanAttack[edit]

function bool CanAttack (Actor Other)

Overrides: CanAttack (global)


StakeOut.DoStakeOut[edit]

function DoStakeOut ()

Overrides: DoStakeOut (global)


StakeOut.FindNewStakeOutDir[edit]

function FindNewStakeOutDir ()


StakeOut.NotifyTakeHit[edit]

function NotifyTakeHit (Pawn InstigatedBy, Object.Vector HitLocation, int Damage, class<DamageTypedamageType, Object.Vector Momentum)

Overrides: Controller.NotifyTakeHit (global)


StakeOut.SetFocus[edit]

function SetFocus ()


StakeOut.Stopped[edit]

function bool Stopped ()

Overrides: Stopped (global)


Startled[edit]

Ignores: EnemyNotVisible, HearNoise, SeePlayer

Startled.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Startled.Startle[edit]

function Startle (Actor Feared)

Overrides: Startle (global)


TacticalMove[edit]

Ignores: HearNoise, SeePlayer

TacticalMove.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


TacticalMove.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


TacticalMove.EnemyNotVisible[edit]

event EnemyNotVisible ()

Overrides: Controller.EnemyNotVisible (global)


TacticalMove.NotifyHitWall[edit]

event bool NotifyHitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Controller.NotifyHitWall (global)


TacticalMove.NotifyJumpApex[edit]

event NotifyJumpApex ()

Overrides: ScriptedController.NotifyJumpApex (global)


TacticalMove.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


TacticalMove.EngageDirection[edit]

function bool EngageDirection (Object.Vector StrafeDir, bool bForced)


TacticalMove.IsStrafing[edit]

function bool IsStrafing ()

Overrides: IsStrafing (global)


TacticalMove.PawnIsInPain[edit]

function PawnIsInPain (PhysicsVolume PainVolume)

Overrides: Controller.PawnIsInPain (global)


TacticalMove.PickDestination[edit]

function PickDestination ()


TacticalMove.ReceiveWarning[edit]

function ReceiveWarning (Pawn shooter, float projSpeed, Object.Vector FireDir)

Overrides: ReceiveWarning (global)


TacticalMove.SetFall[edit]

function SetFall ()

Overrides: SetFall (global)


Testing[edit]

Ignores: EnemyNotVisible, HearNoise, NotifyBump, NotifyHeadVolumeChange, NotifyHitWall, NotifyLanded, NotifyPhysicsVolumeChange, ReceiveWarning, SeePlayer

Testing.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Testing.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


Testing.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


Testing.AvoidCertainDeath[edit]

function bool AvoidCertainDeath ()

Overrides: Controller.AvoidCertainDeath (global)


Testing.Celebrate[edit]

function Celebrate ()

Overrides: Celebrate (global)


Testing.EnemyChanged[edit]

function EnemyChanged (bool bNewEnemyVisible)

Overrides: EnemyChanged (global)


Testing.FindNextJumpTarget[edit]

function FindNextJumpTarget ()


Testing.FindNextMoveTarget[edit]

function FindNextMoveTarget ()


Testing.SetAttractionState[edit]

function SetAttractionState ()

Overrides: SetAttractionState (global)


Testing.SetLowGrav[edit]

function SetLowGrav (bool bSet)


Testing.WanderOrCamp[edit]

function WanderOrCamp (bool bMayCrouch)

Overrides: WanderOrCamp (global)


Testing.WhatToDoNext[edit]

function WhatToDoNext (byte CallingByte)

Overrides: WhatToDoNext (global)


WaitingForLanding[edit]

WaitingForLanding.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


WaitingForLanding.NotifyLanded[edit]

event bool NotifyLanded (Object.Vector HitNormal)

Overrides: NotifyLanded (global)


WaitingForLanding.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


WaitingForLanding.DoWaitForLanding[edit]

function bool DoWaitForLanding ()

Overrides: DoWaitForLanding (global)