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UE3:UTBot instance functions (UDK)

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UDK Object >> Actor >> Controller >> AIController >> UTBot (instance functions)

Contents

UTBot instance functions in other games:
UT3
Other member categories for this class:
events, internal variables, states

Instance functions[edit]

AdjustAround[edit]

function bool AdjustAround (Pawn Other)


AlternateTranslocDest[edit]

function Actor AlternateTranslocDest ()


AssignSquadResponsibility[edit]

function bool AssignSquadResponsibility ()


CanAttack[edit]

function bool CanAttack (Actor Other)


CanCombo[edit]

function bool CanCombo ()


CanComboMoving[edit]

function bool CanComboMoving ()


CanDoubleJump[edit]

function bool CanDoubleJump (Pawn Other)


CanImpactJump[edit]

function bool CanImpactJump ()


CanStakeOut[edit]

function bool CanStakeOut ()


Celebrate[edit]

function Celebrate ()


ChangeStrafe[edit]

function ChangeStrafe ()


CheckFutureSight[edit]

function bool CheckFutureSight (float deltatime)


CheckIfShouldCrouch[edit]

function CheckIfShouldCrouch (Object.Vector StartPosition, Object.Vector TargetPosition, float probability)


CheckPathToGoalAround[edit]

function bool CheckPathToGoalAround (Pawn P)


ChooseAttackMode[edit]

function ChooseAttackMode ()


ClearPathFor[edit]

function ClearPathFor (Controller C)


ClearShot[edit]

function bool ClearShot (Object.Vector TargetLoc, bool bImmediateFire)


ClearTemporaryOrders[edit]

function ClearTemporaryOrders ()


DamageAttitudeTo[edit]

function DamageAttitudeTo (Controller Other, float Damage)


DefendMelee[edit]

function bool DefendMelee (float Dist)


DelayedInstantWarning[edit]

function DelayedInstantWarning ()

called on a timer from ReceiveWarning() to dodge before the enemy's next instant hit shot

DisplayDebug[edit]

simulated function DisplayDebug (HUD HUD, out float YL, out float YPos)

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]

function DoCharge ()


DoRangedAttackOn[edit]

function DoRangedAttackOn (Actor A)


DoRetreat[edit]

function DoRetreat ()


DoStakeOut[edit]

function DoStakeOut ()


DoTacticalMove[edit]

function DoTacticalMove ()


DoWaitForLanding[edit]

function bool DoWaitForLanding ()


EnableBumps[edit]

function EnableBumps ()

EnableBumps() Timer - implemented in states where bot wants to receive bump notifications again

EnemyChanged[edit]

function EnemyChanged (bool bNewEnemyVisible)


EnemyJustTeleported[edit]

function EnemyJustTeleported ()

Overrides: Controller.EnemyJustTeleported


EngageDirection[edit]

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


EnterVehicle[edit]

function EnterVehicle (Vehicle V)

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]

function Actor FaceActor (float StrafingModifier)


FaceMoveTarget[edit]

function Actor FaceMoveTarget ()


FearThisSpot[edit]

function FearThisSpot (UTAvoidMarker aSpot)


FightEnemy[edit]

function FightEnemy (bool bCanCharge, float EnemyStrength)


FindBestPathToward[edit]

function bool FindBestPathToward (Actor A, bool bCheckedReach, bool bAllowDetour)


FindInventoryGoal[edit]

function bool FindInventoryGoal (float BestWeight)


FindRoamDest[edit]

function bool FindRoamDest ()


FindSuperPickup[edit]

function bool FindSuperPickup (float MaxDist)


FindViewSpot[edit]

function bool FindViewSpot ()


FireWeaponAt[edit]

function bool FireWeaponAt (Actor A)

Overrides: Controller.FireWeaponAt


FocusOnLeader[edit]

function bool FocusOnLeader (bool bLeaderFiring)


ForceCelebrate[edit]

function ForceCelebrate ()


ForceGiveWeapon[edit]

function ForceGiveWeapon ()


FreePoint[edit]

function FreePoint ()


GetAdjustedAimFor[edit]

function Object.Rotator GetAdjustedAimFor (Weapon InWeapon, Object.Vector projstart)

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]

function float GetDesiredOffset ()


GetDirectionHint[edit]

function Object.Vector GetDirectionHint ()


GetEnemyName[edit]

function string GetEnemyName ()


GetOrderObject[edit]

function Actor GetOrderObject ()

Overrides: AIController.GetOrderObject


GetOrders[edit]

function name GetOrders ()

Overrides: AIController.GetOrders


GetOutOfVehicle[edit]

function GetOutOfVehicle ()


HasSuperWeapon[edit]

function Weapon HasSuperWeapon ()


HasTimedPowerup[edit]

function bool HasTimedPowerup ()

Returns:

whether bot has an inventory item with a timer on it

ImpactJump[edit]

function ImpactJump ()

performs an impact jump; assumes the impact hammer is already equipped and ready to fire

Initialize[edit]

function Initialize (float InSkill, const out UTCharInfo.CharacterInfo BotInfo)


IsDefending[edit]

function bool IsDefending ()


IsHunting[edit]

function bool IsHunting ()


IsRetreating[edit]

function bool IsRetreating ()


IsShootingObjective[edit]

function bool IsShootingObjective ()


IsSniping[edit]

function bool IsSniping ()


IsStrafing[edit]

function bool IsStrafing ()


LandingShake[edit]

simulated function bool LandingShake ()

Overrides: Controller.LandingShake

LandingShake() returns true if controller wants landing view shake

LeaveVehicle[edit]

function LeaveVehicle (bool bBlocking)

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]

function bool LoseEnemy ()


LostContact[edit]

function bool LostContact (float MaxTime)


MoveAwayFrom[edit]

function MoveAwayFrom (Controller C)


MoveToDefensePoint[edit]

function MoveToDefensePoint ()


NeedWeapon[edit]

function bool NeedWeapon ()


NotifyAddInventory[edit]

function NotifyAddInventory (Inventory NewItem)

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]

function NotifyKilled (Controller Killer, Controller Killed, Pawn KilledPawn)

Overrides: Controller.NotifyKilled


NotifyTakeHit[edit]

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

Overrides: Controller.NotifyTakeHit


OnAIFreeze[edit]

function OnAIFreeze (UTSeqAct_AIFreeze FreezeAction)


OnAIStartFireAt[edit]

function OnAIStartFireAt (UTSeqAct_AIStartFireAt FireAction)


OnAIStopFire[edit]

function OnAIStopFire (UTSeqAct_AIStopFire FireAction)


PawnDied[edit]

function PawnDied (Pawn P)

Overrides: Controller.PawnDied


PerformCustomAction[edit]

function PerformCustomAction (delegate<CustomActionFuncActionFunc)

performs a custom action, calling the specified delegate each tick until it returns true, then triggers a new decision via WhatToDoNext()

PickRetreatDestination[edit]

function bool PickRetreatDestination ()


PriorityObjective[edit]

function bool PriorityObjective ()

Overrides: AIController.PriorityObjective


ProficientWithWeapon[edit]

function bool ProficientWithWeapon ()


RateWeapon[edit]

simulated function float RateWeapon (Weapon w)


ReadyForLift[edit]

function ReadyForLift ()

Overrides: Controller.ReadyForLift


ReceiveProjectileWarning[edit]

function ReceiveProjectileWarning (Projectile Proj)

Overrides: Controller.ReceiveProjectileWarning


RelativeStrength[edit]

function float RelativeStrength (Pawn Other)


ResetDoubleJump[edit]

function ResetDoubleJump ()


ResetSkill[edit]

function ResetSkill ()


Restart[edit]

function Restart (bool bVehicleTransition)

Overrides: Controller.Restart


SendMessage[edit]

function SendMessage (PlayerReplicationInfo Recipient, name MessageType, float Wait, optional class<DamageTypeDamageType)

Overrides: Controller.SendMessage


SetAlertness[edit]

function SetAlertness (float NewAlertness)


SetAttractionState[edit]

function SetAttractionState ()


SetBotOrders[edit]

function SetBotOrders (name NewOrders, Controller OrderGiver, bool bShouldAck)


SetCombatTimer[edit]

function SetCombatTimer ()


SetDoubleJump[edit]

function SetDoubleJump ()


SetEnemyInfo[edit]

function SetEnemyInfo (bool bNewEnemyVisible)


SetEnemyReaction[edit]

function SetEnemyReaction (int AlertnessLevel)


SetFall[edit]

function SetFall ()


SetMaxDesiredSpeed[edit]

function SetMaxDesiredSpeed ()


SetPeripheralVision[edit]

function SetPeripheralVision ()


SetRouteToGoal[edit]

function bool SetRouteToGoal (Actor A)


SetTemporaryOrders[edit]

function SetTemporaryOrders (name NewOrders, Controller OrderGiver)


ShouldDefendPosition[edit]

function bool ShouldDefendPosition ()


ShouldFireAgain[edit]

function bool ShouldFireAgain ()


ShouldStrafeTo[edit]

function bool ShouldStrafeTo (Actor WayPoint)


Startle[edit]

function Startle (Actor Feared)


StartMonitoring[edit]

function StartMonitoring (Pawn P, float MaxDist)


StartMoveToward[edit]

function bool StartMoveToward (Actor O)


StopMovement[edit]

function StopMovement ()

tells our pawn to stop moving

Stopped[edit]

function bool Stopped ()


StrafeFromDamage[edit]

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


SuperPickupNotSpokenFor[edit]

function bool SuperPickupNotSpokenFor (UTPickupFactory P)


TimedDodgeToMoveTarget[edit]

function TimedDodgeToMoveTarget ()

used on a timer when bot may consider a second dodge towards its MoveTarget to emulate double click delay

TimedFireWeaponAtEnemy[edit]

function TimedFireWeaponAtEnemy ()


TimedFireWeaponAtScriptedTarget[edit]

function TimedFireWeaponAtScriptedTarget ()


TossFlagToPlayer[edit]

function TossFlagToPlayer (Controller OrderGiver)

TossFlagToPlayer() If a player is nearby, transfer the flag / orb to the nearest player Otherwise, just drop the flag / orb

TryDuckTowardsMoveTarget[edit]

function bool TryDuckTowardsMoveTarget (Object.Vector Dir, Object.Vector Y)

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]

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


TryWallDodge[edit]

function bool TryWallDodge (Object.Vector HitNormal, Actor HitActor)


UnderLift[edit]

function UnderLift (LiftCenter M)

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]

function VehicleFightEnemy (bool bCanCharge, float EnemyStrength)


WaitForMover[edit]

function WaitForMover (InterpActor M)

Overrides: Controller.WaitForMover


WanderOrCamp[edit]

function WanderOrCamp ()


WasKilledBy[edit]

function WasKilledBy (Controller Other)


WeaponFireAgain[edit]

function bool WeaponFireAgain (bool bFinishedFire)


WeaponPreference[edit]

function float WeaponPreference (Weapon W)


YellAt[edit]

function YellAt (PlayerReplicationInfo Moron)