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UE3:UTBot instance functions (UDK)
Object >> Actor >> Controller >> AIController >> UTBot (instance functions) |
Contents
- 1 Instance functions
- 1.1 AdjustAround
- 1.2 AlternateTranslocDest
- 1.3 AssignSquadResponsibility
- 1.4 CanAttack
- 1.5 CanCombo
- 1.6 CanComboMoving
- 1.7 CanDoubleJump
- 1.8 CanImpactJump
- 1.9 CanStakeOut
- 1.10 Celebrate
- 1.11 ChangeStrafe
- 1.12 CheckFutureSight
- 1.13 CheckIfShouldCrouch
- 1.14 CheckPathToGoalAround
- 1.15 ChooseAttackMode
- 1.16 ClearPathFor
- 1.17 ClearShot
- 1.18 ClearTemporaryOrders
- 1.19 DamageAttitudeTo
- 1.20 DefendMelee
- 1.21 DelayedInstantWarning
- 1.22 DisplayDebug
- 1.23 DoCharge
- 1.24 DoRangedAttackOn
- 1.25 DoRetreat
- 1.26 DoStakeOut
- 1.27 DoTacticalMove
- 1.28 DoWaitForLanding
- 1.29 EnableBumps
- 1.30 EnemyChanged
- 1.31 EnemyJustTeleported
- 1.32 EngageDirection
- 1.33 EnterVehicle
- 1.34 FaceActor
- 1.35 FaceMoveTarget
- 1.36 FearThisSpot
- 1.37 FightEnemy
- 1.38 FindBestPathToward
- 1.39 FindInventoryGoal
- 1.40 FindRoamDest
- 1.41 FindSuperPickup
- 1.42 FindViewSpot
- 1.43 FireWeaponAt
- 1.44 FocusOnLeader
- 1.45 ForceCelebrate
- 1.46 ForceGiveWeapon
- 1.47 FreePoint
- 1.48 GetAdjustedAimFor
- 1.49 GetDesiredOffset
- 1.50 GetDirectionHint
- 1.51 GetEnemyName
- 1.52 GetOrderObject
- 1.53 GetOrders
- 1.54 GetOutOfVehicle
- 1.55 HasSuperWeapon
- 1.56 HasTimedPowerup
- 1.57 ImpactJump
- 1.58 Initialize
- 1.59 IsDefending
- 1.60 IsHunting
- 1.61 IsRetreating
- 1.62 IsShootingObjective
- 1.63 IsSniping
- 1.64 IsStrafing
- 1.65 LandingShake
- 1.66 LeaveVehicle
- 1.67 LoseEnemy
- 1.68 LostContact
- 1.69 MoveAwayFrom
- 1.70 MoveToDefensePoint
- 1.71 NeedWeapon
- 1.72 NotifyAddInventory
- 1.73 NotifyKilled
- 1.74 NotifyTakeHit
- 1.75 OnAIFreeze
- 1.76 OnAIStartFireAt
- 1.77 OnAIStopFire
- 1.78 PawnDied
- 1.79 PerformCustomAction
- 1.80 PickRetreatDestination
- 1.81 PriorityObjective
- 1.82 ProficientWithWeapon
- 1.83 RateWeapon
- 1.84 ReadyForLift
- 1.85 ReceiveProjectileWarning
- 1.86 RelativeStrength
- 1.87 ResetDoubleJump
- 1.88 ResetSkill
- 1.89 Restart
- 1.90 SendMessage
- 1.91 SetAlertness
- 1.92 SetAttractionState
- 1.93 SetBotOrders
- 1.94 SetCombatTimer
- 1.95 SetDoubleJump
- 1.96 SetEnemyInfo
- 1.97 SetEnemyReaction
- 1.98 SetFall
- 1.99 SetMaxDesiredSpeed
- 1.100 SetPeripheralVision
- 1.101 SetRouteToGoal
- 1.102 SetTemporaryOrders
- 1.103 ShouldDefendPosition
- 1.104 ShouldFireAgain
- 1.105 ShouldStrafeTo
- 1.106 Startle
- 1.107 StartMonitoring
- 1.108 StartMoveToward
- 1.109 StopMovement
- 1.110 Stopped
- 1.111 StrafeFromDamage
- 1.112 SuperPickupNotSpokenFor
- 1.113 TimedDodgeToMoveTarget
- 1.114 TimedFireWeaponAtEnemy
- 1.115 TimedFireWeaponAtScriptedTarget
- 1.116 TossFlagToPlayer
- 1.117 TryDuckTowardsMoveTarget
- 1.118 TryToDuck
- 1.119 TryWallDodge
- 1.120 UnderLift
- 1.121 VehicleFightEnemy
- 1.122 WaitForMover
- 1.123 WanderOrCamp
- 1.124 WasKilledBy
- 1.125 WeaponFireAgain
- 1.126 WeaponPreference
- 1.127 YellAt
- UTBot instance functions in other games:
- UT3
- Other member categories for this class:
- events, internal variables, states
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Instance functions[edit]
AdjustAround[edit]
AlternateTranslocDest[edit]
AssignSquadResponsibility[edit]
CanAttack[edit]
CanCombo[edit]
CanComboMoving[edit]
CanDoubleJump[edit]
CanImpactJump[edit]
CanStakeOut[edit]
Celebrate[edit]
ChangeStrafe[edit]
CheckFutureSight[edit]
CheckIfShouldCrouch[edit]
CheckPathToGoalAround[edit]
ChooseAttackMode[edit]
ClearPathFor[edit]
ClearShot[edit]
ClearTemporaryOrders[edit]
DamageAttitudeTo[edit]
DefendMelee[edit]
DelayedInstantWarning[edit]
called on a timer from ReceiveWarning() to dodge before the enemy's next instant hit shot
DisplayDebug[edit]
Overrides: AIController.DisplayDebug
(Description copied from AIController.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.
DoCharge[edit]
DoRangedAttackOn[edit]
DoRetreat[edit]
DoStakeOut[edit]
DoTacticalMove[edit]
DoWaitForLanding[edit]
EnableBumps[edit]
EnableBumps() Timer - implemented in states where bot wants to receive bump notifications again
EnemyChanged[edit]
EnemyJustTeleported[edit]
Overrides: Controller.EnemyJustTeleported
EngageDirection[edit]
EnterVehicle[edit]
tells the bot to enter the given vehicle will abort if the vehicle can't be entered (too far away or whatever) must be used during ExecuteWhatToDoNext() as entering vehicles during async work is not allowed
FaceActor[edit]
FaceMoveTarget[edit]
FearThisSpot[edit]
FightEnemy[edit]
FindBestPathToward[edit]
FindInventoryGoal[edit]
FindRoamDest[edit]
FindSuperPickup[edit]
FindViewSpot[edit]
FireWeaponAt[edit]
Overrides: Controller.FireWeaponAt
FocusOnLeader[edit]
ForceCelebrate[edit]
ForceGiveWeapon[edit]
FreePoint[edit]
GetAdjustedAimFor[edit]
Overrides: Controller.GetAdjustedAimFor
(Description copied from Controller.GetAdjustedAimFor)
Adjusts weapon aiming direction. Gives controller a chance to modify the aiming of the pawn. For example aim error, auto aiming, adhesion, AI help... Requested by weapon prior to firing.
Parameters:
- W - weapon about to fire
- StartFireLoc - world location of weapon fire start trace, or projectile spawn loc.
GetDesiredOffset[edit]
GetDirectionHint[edit]
GetEnemyName[edit]
GetOrderObject[edit]
Overrides: AIController.GetOrderObject
GetOrders[edit]
Overrides: AIController.GetOrders
GetOutOfVehicle[edit]
HasSuperWeapon[edit]
HasTimedPowerup[edit]
Returns:
- whether bot has an inventory item with a timer on it
ImpactJump[edit]
performs an impact jump; assumes the impact hammer is already equipped and ready to fire
Initialize[edit]
IsDefending[edit]
IsHunting[edit]
IsRetreating[edit]
IsShootingObjective[edit]
IsSniping[edit]
IsStrafing[edit]
LandingShake[edit]
Overrides: Controller.LandingShake
LandingShake() returns true if controller wants landing view shake
LeaveVehicle[edit]
tells the bot to leave the vehicle as soon as possible must be used during ExecuteWhatToDoNext() as leaving vehicles during async work is not allowed
Parameters:
- bBlocking - whether or not this action 'blocks' the AI decision logic (i.e. it needs to wait until the bot exits the vehicle to finish decisionmaking)
LoseEnemy[edit]
LostContact[edit]
MoveAwayFrom[edit]
MoveToDefensePoint[edit]
NeedWeapon[edit]
NotifyAddInventory[edit]
Overrides: Controller.NotifyAddInventory
(Description copied from Controller.NotifyAddInventory)
Called when an inventory item is given to our Pawn (owning client only)
Parameters:
- NewItem - the Inventory item that was added
NotifyKilled[edit]
Overrides: Controller.NotifyKilled
NotifyTakeHit[edit]
Overrides: Controller.NotifyTakeHit
OnAIFreeze[edit]
OnAIStartFireAt[edit]
OnAIStopFire[edit]
PawnDied[edit]
Overrides: Controller.PawnDied
PerformCustomAction[edit]
performs a custom action, calling the specified delegate each tick until it returns true, then triggers a new decision via WhatToDoNext()
PickRetreatDestination[edit]
PriorityObjective[edit]
Overrides: AIController.PriorityObjective
ProficientWithWeapon[edit]
RateWeapon[edit]
ReadyForLift[edit]
Overrides: Controller.ReadyForLift
ReceiveProjectileWarning[edit]
Overrides: Controller.ReceiveProjectileWarning
RelativeStrength[edit]
ResetDoubleJump[edit]
ResetSkill[edit]
Restart[edit]
Overrides: Controller.Restart
SendMessage[edit]
Overrides: Controller.SendMessage
SetAlertness[edit]
SetAttractionState[edit]
SetBotOrders[edit]
SetCombatTimer[edit]
SetDoubleJump[edit]
SetEnemyInfo[edit]
SetEnemyReaction[edit]
SetFall[edit]
SetMaxDesiredSpeed[edit]
SetPeripheralVision[edit]
SetRouteToGoal[edit]
SetTemporaryOrders[edit]
ShouldDefendPosition[edit]
ShouldFireAgain[edit]
ShouldStrafeTo[edit]
Startle[edit]
StartMonitoring[edit]
StartMoveToward[edit]
StopMovement[edit]
tells our pawn to stop moving
Stopped[edit]
StrafeFromDamage[edit]
SuperPickupNotSpokenFor[edit]
TimedDodgeToMoveTarget[edit]
used on a timer when bot may consider a second dodge towards its MoveTarget to emulate double click delay
TimedFireWeaponAtEnemy[edit]
TimedFireWeaponAtScriptedTarget[edit]
TossFlagToPlayer[edit]
TossFlagToPlayer() If a player is nearby, transfer the flag / orb to the nearest player Otherwise, just drop the flag / orb
TryDuckTowardsMoveTarget[edit]
considers attempting to dodge an enemy shot by dodging in the closest dodge direction to our MoveTarget
Returns:
- whether the bot attempted a dodge
TryToDuck[edit]
TryWallDodge[edit]
UnderLift[edit]
Overrides: Controller.UnderLift
(Description copied from Controller.UnderLift)
Called when the this Controller's Pawn gets hit by an InterpActor interpolating downward while this Controller has Lift set as its PendingMover
Parameters:
- Lift - the LiftCenter associated with the InterpActor that hit the Pawn
VehicleFightEnemy[edit]
WaitForMover[edit]
Overrides: Controller.WaitForMover