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UE3:UTBot instance functions (UT3)
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 CanUseTranslocator
- 1.11 Celebrate
- 1.12 ChangeStrafe
- 1.13 CheckFutureSight
- 1.14 CheckIfShouldCrouch
- 1.15 CheckPathToGoalAround
- 1.16 ChooseAttackMode
- 1.17 ClearPathFor
- 1.18 ClearShot
- 1.19 ClearTemporaryOrders
- 1.20 DamageAttitudeTo
- 1.21 DefendMelee
- 1.22 DelayedInstantWarning
- 1.23 DisplayDebug
- 1.24 DoCharge
- 1.25 DoRangedAttackOn
- 1.26 DoRetreat
- 1.27 DoStakeOut
- 1.28 DoTacticalMove
- 1.29 DoWaitForLanding
- 1.30 EnableBumps
- 1.31 EnemyChanged
- 1.32 EnemyJustTeleported
- 1.33 EngageDirection
- 1.34 EnterVehicle
- 1.35 FaceActor
- 1.36 FaceMoveTarget
- 1.37 FearThisSpot
- 1.38 FightEnemy
- 1.39 FindBestPathToward
- 1.40 FindInventoryGoal
- 1.41 FindRoamDest
- 1.42 FindSuperPickup
- 1.43 FindViewSpot
- 1.44 FireWeaponAt
- 1.45 FocusOnLeader
- 1.46 ForceCelebrate
- 1.47 ForceGiveWeapon
- 1.48 FreePoint
- 1.49 GetAdjustedAimFor
- 1.50 GetDeployableVehicle
- 1.51 GetDesiredOffset
- 1.52 GetDirectionHint
- 1.53 GetEnemyName
- 1.54 GetOrderObject
- 1.55 GetOrders
- 1.56 GetOutOfVehicle
- 1.57 GetTranslocationDestination
- 1.58 HasBarricadeDestroyingWeapon
- 1.59 HasSuperWeapon
- 1.60 HasTimedPowerup
- 1.61 ImpactJump
- 1.62 Initialize
- 1.63 IsDefending
- 1.64 IsHunting
- 1.65 IsRetreating
- 1.66 IsShootingObjective
- 1.67 IsSniping
- 1.68 IsStrafing
- 1.69 LandingShake
- 1.70 LeaveVehicle
- 1.71 LoseEnemy
- 1.72 LostContact
- 1.73 MoveAwayFrom
- 1.74 MoveToDefensePoint
- 1.75 NeedWeapon
- 1.76 NotifyAddInventory
- 1.77 NotifyKilled
- 1.78 NotifyTakeHit
- 1.79 OnAIFreeze
- 1.80 OnAIStartFireAt
- 1.81 OnAIStopFire
- 1.82 PawnDied
- 1.83 PerformCustomAction
- 1.84 PickRetreatDestination
- 1.85 PriorityObjective
- 1.86 ProficientWithWeapon
- 1.87 RateWeapon
- 1.88 ReadyForLift
- 1.89 ReceiveProjectileWarning
- 1.90 RelativeStrength
- 1.91 ResetDoubleJump
- 1.92 ResetSkill
- 1.93 Restart
- 1.94 SendMessage
- 1.95 SetAlertness
- 1.96 SetAttractionState
- 1.97 SetBotOrders
- 1.98 SetCombatTimer
- 1.99 SetDoubleJump
- 1.100 SetEnemyInfo
- 1.101 SetEnemyReaction
- 1.102 SetFall
- 1.103 SetMaxDesiredSpeed
- 1.104 SetPeripheralVision
- 1.105 SetRouteToGoal
- 1.106 SetTemporaryOrders
- 1.107 ShouldDefendPosition
- 1.108 ShouldFireAgain
- 1.109 ShouldStrafeTo
- 1.110 Startle
- 1.111 StartMonitoring
- 1.112 StartMoveToward
- 1.113 StopMovement
- 1.114 Stopped
- 1.115 StrafeFromDamage
- 1.116 SuperPickupNotSpokenFor
- 1.117 TimedDodgeToMoveTarget
- 1.118 TimedFireWeaponAtEnemy
- 1.119 TimedFireWeaponAtScriptedTarget
- 1.120 TossFlagToPlayer
- 1.121 TryDuckTowardsMoveTarget
- 1.122 TryToDuck
- 1.123 TryWallDodge
- 1.124 UnderLift
- 1.125 UseDeployable
- 1.126 ValidTranslocationTarget
- 1.127 VehicleFightEnemy
- 1.128 WaitForMover
- 1.129 WaitToDeploy
- 1.130 WanderOrCamp
- 1.131 WasKilledBy
- 1.132 WeaponFireAgain
- 1.133 WeaponPreference
- 1.134 YellAt
- UTBot instance functions in other games:
- UDK
- Other member categories for this class:
- events, internal variables, states
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Instance functions[edit]
AdjustAround[edit]
AlternateTranslocDest[edit]
AssignSquadResponsibility[edit]
CanAttack[edit]
CanCombo[edit]
CanComboMoving[edit]
CanDoubleJump[edit]
CanImpactJump[edit]
CanStakeOut[edit]
CanUseTranslocator[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.
- BaseAimRot - original aiming rotation without any modifications.
GetDeployableVehicle[edit]
gets the deployable vehicle this bot is using, if any and only if the bot has deployment control over it
GetDesiredOffset[edit]
GetDirectionHint[edit]
GetEnemyName[edit]
GetOrderObject[edit]
Overrides: AIController.GetOrderObject
GetOrders[edit]
Overrides: AIController.GetOrders
GetOutOfVehicle[edit]
GetTranslocationDestination[edit]
returns the location the bot should throw the translocator disc at to reach TranslocationTarget
HasBarricadeDestroyingWeapon[edit]
Returns:
- whether the bot has a weapon that can destroy barricades
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:
- 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
UseDeployable[edit]
makes bot deploy the deployable it's carrying
ValidTranslocationTarget[edit]
VehicleFightEnemy[edit]
WaitForMover[edit]
Overrides: Controller.WaitForMover
WaitToDeploy[edit]
try to deploy vehicle (if have one that can)