UE3:AIController (UT3)
Object >> Actor >> Controller >> AIController |
- Package:
- Engine
- Direct subclasses:
- UTBot, UTOnslaughtMiningRobotController, UTPawn_WeldingRobotController
- This class in other games:
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AIController, the base class of AI.
Controllers are non-physical actors that can be attached to a pawn to control its actions. AIControllers implement the artificial intelligence for the pawns they control.
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties
bAdjustFromWalls
Type: bool
Default value: True
bHunting
Type: bool
bReverseScriptedRoute
Type: bool
if true, we're following the scripted route in reverse
ScriptedFocus
Type: Actor
view focus from last scripted action
ScriptedMoveTarget
Type: Actor
Move target from last scripted action
ScriptedRoute
Type: Route
Route from last scripted action; if valid, sets ScriptedMoveTarget with the points along the route
ScriptedRouteIndex
Type: int
if ScriptedRoute is valid, the index of the current point we're moving to
Skill
Type: float
skill, scaled by game difficulty (add difficulty to this value)
Default values
Property | Value |
---|---|
bCanDoSpecial | True |
MinHitWall | -0.5 |
Subobjects
Sprite
Class: Engine.SpriteComponent
Inherits from: Controller.Sprite
No new values.
Functions
Events
GetPlayerViewPoint
Overrides: Controller.GetPlayerViewPoint
(Description copied from Controller.GetPlayerViewPoint)
Returns Player's Point of View
For the AI this means the Pawn's 'Eyes' ViewPoint
For a Human player, this means the Camera's ViewPoint
Output: out_rotation, view rotation of player
PreBeginPlay
Overrides: Actor.PreBeginPlay
Reset
Overrides: Controller.Reset
SetTeam
Other instance functions
DisplayDebug
Overrides: Controller.DisplayDebug
list important AIController variables on canvas. HUD will call DisplayDebug() on the current ViewTarget when the ShowDebug exec is used
Parameters:
- HUD - HUD with canvas to draw on
- out_YL - Height of the current font
- out_YPos - Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line.
GetOrderObject
GetOrders
NotifyWeaponFinishedFiring
NotifyWeaponFired
OnAIMoveToActor
Scripting hook to move this AI to a specific actor.
PriorityObjective
SetOrders
ShouldAutoReload
ShouldRefire
States
ScriptedMove
Simple scripted movement state, attempts to pathfind to ScriptedMoveTarget and returns execution to previous state upon either success/failure.
ScriptedMove.PoppedState
Overrides: Object.PoppedState (global)
Called immediately in the current state that is being popped off of the state stack, before the new state is activated.
ScriptedMove.PushedState
Overrides: Object.PushedState (global)
Called immediately in the new state that was pushed onto the state stack, before any state code is executed.
ScriptedRouteMove
ScriptedRouteMove.PoppedState
Overrides: Object.PoppedState (global)
Called immediately in the current state that is being popped off of the state stack, before the new state is activated.