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UE3:UTBot instance functions (UT3)

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UT3 Object >> Actor >> Controller >> AIController >> UTBot (instance functions)

Contents

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

Instance functions

AdjustAround

function bool AdjustAround (Pawn Other)


AlternateTranslocDest

function Actor AlternateTranslocDest ()


AssignSquadResponsibility

function bool AssignSquadResponsibility ()


CanAttack

function bool CanAttack (Actor Other)


CanCombo

function bool CanCombo ()


CanComboMoving

function bool CanComboMoving ()


CanDoubleJump

function bool CanDoubleJump (Pawn Other)


CanImpactJump

function bool CanImpactJump ()


CanStakeOut

function bool CanStakeOut ()


CanUseTranslocator

function bool CanUseTranslocator ()


Celebrate

function Celebrate ()


ChangeStrafe

function ChangeStrafe ()


CheckFutureSight

function bool CheckFutureSight (float deltatime)


CheckIfShouldCrouch

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


CheckPathToGoalAround

function bool CheckPathToGoalAround (Pawn P)


ChooseAttackMode

function ChooseAttackMode ()


ClearPathFor

function ClearPathFor (Controller C)


ClearShot

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


ClearTemporaryOrders

function ClearTemporaryOrders ()


DamageAttitudeTo

function DamageAttitudeTo (Controller Other, float Damage)


DefendMelee

function bool DefendMelee (float Dist)


DelayedInstantWarning

function DelayedInstantWarning ()

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

DisplayDebug

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

function DoCharge ()


DoRangedAttackOn

function DoRangedAttackOn (Actor A)


DoRetreat

function DoRetreat ()


DoStakeOut

function DoStakeOut ()


DoTacticalMove

function DoTacticalMove ()


DoWaitForLanding

function bool DoWaitForLanding ()


EnableBumps

function EnableBumps ()

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

EnemyChanged

function EnemyChanged (bool bNewEnemyVisible)


EnemyJustTeleported

function EnemyJustTeleported ()

Overrides: Controller.EnemyJustTeleported


EngageDirection

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


EnterVehicle

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

function Actor FaceActor (float StrafingModifier)


FaceMoveTarget

function Actor FaceMoveTarget ()


FearThisSpot

function FearThisSpot (UTAvoidMarker aSpot)


FightEnemy

function FightEnemy (bool bCanCharge, float EnemyStrength)


FindBestPathToward

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


FindInventoryGoal

function bool FindInventoryGoal (float BestWeight)


FindRoamDest

function bool FindRoamDest ()


FindSuperPickup

function bool FindSuperPickup (float MaxDist)


FindViewSpot

function bool FindViewSpot ()


FireWeaponAt

function bool FireWeaponAt (Actor A)

Overrides: Controller.FireWeaponAt


FocusOnLeader

function bool FocusOnLeader (bool bLeaderFiring)


ForceCelebrate

function ForceCelebrate ()


ForceGiveWeapon

function ForceGiveWeapon ()


FreePoint

function FreePoint ()


GetAdjustedAimFor

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.
  • BaseAimRot - original aiming rotation without any modifications.

GetDeployableVehicle

function UTVehicle_Deployable GetDeployableVehicle ()

gets the deployable vehicle this bot is using, if any and only if the bot has deployment control over it

GetDesiredOffset

function float GetDesiredOffset ()


GetDirectionHint

function Object.Vector GetDirectionHint ()


GetEnemyName

function string GetEnemyName ()


GetOrderObject

function Actor GetOrderObject ()

Overrides: AIController.GetOrderObject


GetOrders

function name GetOrders ()

Overrides: AIController.GetOrders


GetOutOfVehicle

function GetOutOfVehicle ()


GetTranslocationDestination

function Object.Vector GetTranslocationDestination ()

returns the location the bot should throw the translocator disc at to reach TranslocationTarget

HasBarricadeDestroyingWeapon

function bool HasBarricadeDestroyingWeapon ()

Returns:

whether the bot has a weapon that can destroy barricades

HasSuperWeapon

function Weapon HasSuperWeapon ()


HasTimedPowerup

function bool HasTimedPowerup ()

Returns:

whether bot has an inventory item with a timer on it

ImpactJump

function ImpactJump ()

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

Initialize

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


IsDefending

function bool IsDefending ()


IsHunting

function bool IsHunting ()


IsRetreating

function bool IsRetreating ()


IsShootingObjective

function bool IsShootingObjective ()


IsSniping

function bool IsSniping ()


IsStrafing

function bool IsStrafing ()


LandingShake

simulated function bool LandingShake ()

Overrides: Controller.LandingShake

LandingShake() returns true if controller wants landing view shake

LeaveVehicle

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

function bool LoseEnemy ()


LostContact

function bool LostContact (float MaxTime)


MoveAwayFrom

function MoveAwayFrom (Controller C)


MoveToDefensePoint

function MoveToDefensePoint ()


NeedWeapon

function bool NeedWeapon ()


NotifyAddInventory

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:

  • the - Inventory item that was added

NotifyKilled

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

Overrides: Controller.NotifyKilled


NotifyTakeHit

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

Overrides: Controller.NotifyTakeHit


OnAIFreeze

function OnAIFreeze (UTSeqAct_AIFreeze FreezeAction)


OnAIStartFireAt

function OnAIStartFireAt (UTSeqAct_AIStartFireAt FireAction)


OnAIStopFire

function OnAIStopFire (UTSeqAct_AIStopFire FireAction)


PawnDied

function PawnDied (Pawn P)

Overrides: Controller.PawnDied


PerformCustomAction

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

function bool PickRetreatDestination ()


PriorityObjective

function bool PriorityObjective ()

Overrides: AIController.PriorityObjective


ProficientWithWeapon

function bool ProficientWithWeapon ()


RateWeapon

simulated function float RateWeapon (Weapon w)


ReadyForLift

function ReadyForLift ()

Overrides: Controller.ReadyForLift


ReceiveProjectileWarning

function ReceiveProjectileWarning (Projectile Proj)

Overrides: Controller.ReceiveProjectileWarning


RelativeStrength

function float RelativeStrength (Pawn Other)


ResetDoubleJump

function ResetDoubleJump ()


ResetSkill

function ResetSkill ()


Restart

function Restart (bool bVehicleTransition)

Overrides: Controller.Restart


SendMessage

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

Overrides: Controller.SendMessage


SetAlertness

function SetAlertness (float NewAlertness)


SetAttractionState

function SetAttractionState ()


SetBotOrders

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


SetCombatTimer

function SetCombatTimer ()


SetDoubleJump

function SetDoubleJump ()


SetEnemyInfo

function SetEnemyInfo (bool bNewEnemyVisible)


SetEnemyReaction

function SetEnemyReaction (int AlertnessLevel)


SetFall

function SetFall ()


SetMaxDesiredSpeed

function SetMaxDesiredSpeed ()


SetPeripheralVision

function SetPeripheralVision ()


SetRouteToGoal

function bool SetRouteToGoal (Actor A)


SetTemporaryOrders

function SetTemporaryOrders (name NewOrders, Controller OrderGiver)


ShouldDefendPosition

function bool ShouldDefendPosition ()


ShouldFireAgain

function bool ShouldFireAgain ()


ShouldStrafeTo

function bool ShouldStrafeTo (Actor WayPoint)


Startle

function Startle (Actor Feared)


StartMonitoring

function StartMonitoring (Pawn P, float MaxDist)


StartMoveToward

function bool StartMoveToward (Actor O)


StopMovement

function StopMovement ()

tells our pawn to stop moving

Stopped

function bool Stopped ()


StrafeFromDamage

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


SuperPickupNotSpokenFor

function bool SuperPickupNotSpokenFor (UTPickupFactory P)


TimedDodgeToMoveTarget

function TimedDodgeToMoveTarget ()

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

TimedFireWeaponAtEnemy

function TimedFireWeaponAtEnemy ()


TimedFireWeaponAtScriptedTarget

function TimedFireWeaponAtScriptedTarget ()


TossFlagToPlayer

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

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

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


TryWallDodge

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


UnderLift

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

UseDeployable

function UseDeployable ()

makes bot deploy the deployable it's carrying

ValidTranslocationTarget

function bool ValidTranslocationTarget (Actor NewTranslocationTarget)


VehicleFightEnemy

function VehicleFightEnemy (bool bCanCharge, float EnemyStrength)


WaitForMover

function WaitForMover (InterpActor M)

Overrides: Controller.WaitForMover


WaitToDeploy

function bool WaitToDeploy ()

try to deploy vehicle (if have one that can)

WanderOrCamp

function WanderOrCamp ()


WasKilledBy

function WasKilledBy (Controller Other)


WeaponFireAgain

function bool WeaponFireAgain (bool bFinishedFire)


WeaponPreference

function float WeaponPreference (Weapon W)


YellAt

function YellAt (PlayerReplicationInfo Moron)