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UE2:ONSSquadAI (UT2004)

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UT2004 Object >> Actor >> Info >> ReplicationInfo >> SquadAI >> ONSSquadAI
Package: 
Onslaught

null

Properties[edit]

bDefendingSquad[edit]

Type: bool


LastFailedNodeTeleportTime[edit]

Type: float


MaxObjectiveGetOutDist[edit]

Type: float

cached highest ObjectiveGetOutDist of all the vehicles available on this level

Default values[edit]

Property Value
bAddTransientCosts True
GatherThreshold 0.0
MaxSquadSize 3

Instance functions[edit]

BotEnteredVehicle[edit]

function BotEnteredVehicle (Bot B)

Overrides: SquadAI.BotEnteredVehicle


CheckSpecialVehicleObjectives[edit]

function bool CheckSpecialVehicleObjectives (Bot B)

Overrides: SquadAI.CheckSpecialVehicleObjectives


CheckSquadObjectives[edit]

function bool CheckSquadObjectives (Bot B)

Overrides: SquadAI.CheckSquadObjectives


CheckVehicle[edit]

function bool CheckVehicle (Bot B)

Overrides: SquadAI.CheckVehicle


FindPathToObjective[edit]

function bool FindPathToObjective (Bot B, Actor O)

Overrides: SquadAI.FindPathToObjective


GetMaxObjectiveGetOutDist[edit]

function float GetMaxObjectiveGetOutDist ()


GetOrders[edit]

function name GetOrders ()

Overrides: SquadAI.GetOrders


MaxVehicleDist[edit]

function float MaxVehicleDist (Pawn P)

Overrides: SquadAI.MaxVehicleDist


MergeWith[edit]

function MergeWith (SquadAI S)

Overrides: SquadAI.MergeWith


ModifyThreat[edit]

function float ModifyThreat (float current, Pawn NewThreat, bool bThreatVisible, Bot B)

Overrides: SquadAI.ModifyThreat


MustKeepEnemy[edit]

function bool MustKeepEnemy (Pawn E)

Overrides: SquadAI.MustKeepEnemy


PriorityObjective[edit]

function byte PriorityObjective (Bot B)

Overrides: SquadAI.PriorityObjective


Reset[edit]

function Reset ()

Overrides: SquadAI.Reset


SetDefenseScriptFor[edit]

function SetDefenseScriptFor (Bot B)

Overrides: SquadAI.SetDefenseScriptFor


VehicleDesireability[edit]

function float VehicleDesireability (Vehicle V, Bot B)

Overrides: SquadAI.VehicleDesireability