Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE3:UTBot (UDK)
Object >> Actor >> Controller >> AIController >> UTBot |
- Package:
- UTGame
- Implemented interfaces:
- Interface_NavigationHandle
- This class in other games:
- UT3
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Constants[edit]
MAXSTAKEOUTDIST[edit]
Value: 2000
ENEMYLOCATIONFUZZ[edit]
Value: 1200
TACTICALHEIGHTADVANTAGE[edit]
Value: 320
MINSTRAFEDIST[edit]
Value: 200
MINVIEWDIST[edit]
Value: 200
AngleConvert[edit]
Value: 0.0000958738
2*PI/65536
Properties[edit]
Property group 'UTBot'[edit]
OrderNames[edit]
Type: name
Array size: 16
Default value, index 0: 'Defend'
Default value, index 1: 'Hold'
Default value, index 2: 'ATTACK'
Default value, index 3: 'Follow'
Default value, index 4: 'Freelance'
Default value, index 10: 'ATTACK'
Default value, index 11: 'Defend'
Default value, index 12: 'Defend'
Default value, index 13: 'ATTACK'
Default value, index 14: 'ATTACK'
Internal variables[edit]
Default values[edit]
Property | Value |
---|---|
bIsPlayer | True |
Components[1] | UTBotDecisionComponent'TheDecider' |
Subobjects[edit]
Sprite[edit]
Class: Engine.SpriteComponent
Inherits from: AIController.Sprite
Property | Value |
---|---|
ReplacementPrimitive | None |
TheDecider[edit]
Class: UTGame.UTBotDecisionComponent
No new values.
Structs[edit]
EnemyPosition[edit]
Modifiers: native
Current velocity estimate (lagged) of tracked enemy
- Object.Vector Position
- Object.Vector Velocity
- float Time
Delegates[edit]
CustomActionFunc[edit]
Functions[edit]
Latent functions[edit]
LatentWhatToDoNext[edit]
encapsulates calling WhatToDoNext() and waiting for the tick-delayed decision making process to occur
WaitToSeeEnemy[edit]
Native functions[edit]
BuildSquadRoute[edit]
CanMakePathTo[edit]
FindBestInventoryPath[edit]
FindBestSuperPickup[edit]
FindPathToSquadRoute[edit]
Events[edit]
See UTBot events.
Other instance functions[edit]
States[edit]
See UTBot states.