The three virtues of a programmer: Laziness, Impatience, and Hubris. – Larry Wall

UE3:UTBot internal variables (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UDK Object >> Actor >> Controller >> AIController >> UTBot (internal variables)

Contents

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

Internal variables[edit]

Accuracy[edit]

Type: float

-1 to 1 (0 is default, higher is more accurate)

AcquireTime[edit]

Type: float

time at which current enemy was acquired

AcquisitionYawRate[edit]

Type: int


Default value: 20000

Aggression[edit]

Type: float


Aggressiveness[edit]

Type: float

0.0 to 1.0 (typically)

Default value: 0.4

AimUpdateFrequency[edit]

Type: float


Default value: 0.2

bAllowedToImpactJump[edit]

Type: bool


bAllowRouteReuse[edit]

Type: bool

if true, when pathfinding to the same RouteGoal as the last time, use old RouteCache if it's still valid and all paths on it usable

Default value: True

BaseAggressiveness[edit]

Type: float

0 to 1 (0.3 default, higher is more aggressive)

Default value: 0.4

BaseAlertness[edit]

Type: float


BaseTrackingReactionTime[edit]

Type: float

How far back in time is bots model of enemy position based on

Default value: 0.25

bBetrayTeam[edit]

Type: bool


bCanFire[edit]

Type: bool

used by TacticalMove and Charging states

bChangeDir[edit]

Type: bool

tactical move boolean

bCheckDriverPickups[edit]

Type: bool

Modifiers: transient

transient flag that indicates inventory search is for vehicle driver, not Pawn

bDirectHunt[edit]

Type: bool

if set bot ignores Squad recommendation of spots to look for enemy while hunting

bEnemyAcquired[edit]

Type: bool


bEnemyInfoValid[edit]

Type: bool

false when change enemy, true when LastSeenPos etc updated

bEnemyIsVisible[edit]

Type: bool

Who the enemy was for the last LineOfSightTo() check

bExecutingWhatToDoNext[edit]

Type: bool

set when in ExecuteWhatToDoNext() so we can detect bugs where it calls WhatToDoNext() again and causes decision-making to happen every tick

bFinalStretch[edit]

Type: bool

set when bot is done waiting at gather point for more attackers

bFireSuccess[edit]

Type: bool


bForcedDirection[edit]

Type: bool


bForceNoDetours[edit]

Type: bool


bForceRefreshRoute[edit]

Type: bool

used with route reuse to force the next route finding attempt to do the full path search

bFrustrated[edit]

Type: bool


bHasFired[edit]

Type: bool


bHasSuperWeapon[edit]

Type: bool


bHuntPlayer[edit]

Type: bool

Last time a warning about a shot being fired at my pawn was accepted.

bIgnoreEnemyChange[edit]

Type: bool

to prevent calling whattodonext() again on enemy change

bInDodgeMove[edit]

Type: bool


bInitLifeMessage[edit]

Type: bool


bJumpOverWall[edit]

Type: bool

true when jumping to clear obstacle

bJustLanded[edit]

Type: bool


bLeadTarget[edit]

Type: bool

lead target with projectile attack

Default value: True

BlockedAimTarget[edit]

Type: Pawn

Iterative aim correction in progress if set

BlockedPath[edit]

Type: NavigationPoint


bMustCharge[edit]

Type: bool


bNeedDelayedLeaveVehicle[edit]

Type: bool

triggers the bot to call DelayedLeaveVehicle() during its next tick - used in the 'non-blocking' case of LeaveVehicle()

bPendingDoubleJump[edit]

Type: bool


bPlannedJump[edit]

Type: bool

set when doing voluntary jump

bPursuingFlag[edit]

Type: bool


bReachedGatherPoint[edit]

Type: bool


bRecommendFastMove[edit]

Type: bool


bResetCombatTimer[edit]

Type: bool

Modifiers: transient

transient flag for TimedFireWeaponAtEnemy() to indicate that the weapon firing code already reset the combat timer

bScriptedFrozen[edit]

Type: bool


bScriptSpecialJumpCost[edit]

Type: bool

script flags that cause various events to be called to override C++ functionality

bSendFlagMessage[edit]

Type: bool


bShortCamp[edit]

Type: bool


bSpawnedByKismet[edit]

Type: bool

set to true for bots created by Kismet scripts; prevents them from checking for too many bots or unbalanced teams also causes them to be destroyed on death instead of respawning

bStoppedFiring[edit]

Type: bool


bStrafeDir[edit]

Type: bool


bTacticalDoubleJump[edit]

Type: bool


bTargetAlternateLoc[edit]

Type: bool

if set pass bRequestAlternateLoc = TRUE to GetTargetLocation() when determining FocalPoint from Focus

bUsePreviousSquadRoute[edit]

Type: bool

if true, this bot uses the SquadAI's PreviousObjectiveRouteCache instead (used when the route changes while bot is following it)

bUsingSquadRoute[edit]

Type: bool

whether bot is currently using the squad alternate route - if false, FindPathToSquadRoute() just calls FindPathToward(Squad.RouteObjective)

Default value: True

bWasNearObjective[edit]

Type: bool


CampTime[edit]

Type: float


CombatStyle[edit]

Type: float

-1 to 1 = low means tends to stay off and snipe, high means tends to charge and melee

Default value: 0.2

CurrentAimError[edit]

Type: float

aim error value currently being used

CurrentlyTrackedEnemy[edit]

Type: Pawn

Base value, modified by skill to set TrackingReactionTime

DecisionComponent[edit]

Type: UTBotDecisionComponent

component that handles delayed calls ExecuteWhatToDoNext() to when triggered

Default value: UTBotDecisionComponent'TheDecider'

DefensePoint[edit]

Type: UTDefensePoint

DefensePoint to which bot is assigned (assigned by TeamAI)

DefensivePosition[edit]

Type: NavigationPoint


DirectionHint[edit]

Type: Object.Vector

used to help pick which side of vehicle to get out of

DodgeLandZ[edit]

Type: float

expected min landing height of dodge

DodgeToGoalPct[edit]

Type: float


EnemyVisibilityTime[edit]

Type: float


ErrorUpdateFrequency[edit]

Type: float

how often aim error is updated when bot has a visible enemy

Default value: 0.45

FailedHuntEnemy[edit]

Type: Pawn


FailedHuntTime[edit]

Type: float


FavoriteWeapon[edit]

Type: class<Weapon>


FearSpots[edit]

Type: UTAvoidMarker

Array size: 2

avoid these spots when moving - used for very short term stationary hazards like bio goo or sticky grenades

ForcedFlagDropTime[edit]

Type: float


GatherTime[edit]

Type: float


GoalString[edit]

Type: string

for debugging - used to show what bot is thinking (with 'ShowDebug')

HearingThreshold[edit]

Type: float


Default value: 2800.0

HidingSpot[edit]

Type: Object.Vector


ImpactJumpZ[edit]

Type: float

if > 0, we have an impact hammer and it will give us this much Z speed

ImpactTarget[edit]

Type: Actor

impact hammer properties

ImpactVelocity[edit]

Type: Object.Vector

velocity added while falling (bot tries to correct for it)

InstantWarningShooter[edit]

Type: Pawn

shooter of instant hit weapon we're trying to dodge (@see DelayedInstantWarning())

Jumpiness[edit]

Type: float

0 to 1

KilledVehicleClass[edit]

Type: class<UTVehicle>

Temp holder for sending killed vehicle messages

LastActionMusicUpdate[edit]

Type: float

Last time bot sent an action music event to a player

LastAimUpdateTime[edit]

Type: float


LastAttractCheck[edit]

Type: float


Default value: -10000.0

LastBlockingVehicle[edit]

Type: Vehicle


LastCanAttackCheckTime[edit]

Type: float

Last time weapon's CanAttack() was checked for firing again

LastErrorUpdateTime[edit]

Type: float

last time aim error was updated

LastFireAttempt[edit]

Type: float


LastFireTarget[edit]

Type: Actor

last target bot fired at

LastInjuredVoiceMessageTime[edit]

Type: float


LastIterativeCheck[edit]

Type: float

pct lead for last targeting check

Default value: 1.0

LastKillerPosition[edit]

Type: Object.Vector


LastKnownPosition[edit]

Type: Object.Vector


LastRespawnTime[edit]

Type: float


LastSearchTime[edit]

Type: float

Result of last enemy LineOfSightTo() check

Default value: -10000.0

LastSearchWeight[edit]

Type: float


LastSeeingPos[edit]

Type: Object.Vector

position where I last saw enemy (auto updated if EnemyNotVisible enabled)

LastSeenPos[edit]

Type: Object.Vector

enemy position when I last saw enemy (auto updated if EnemyNotVisible() enabled)

LastSeenTime[edit]

Type: float


LastTauntIndex[edit]

Type: int


Default value: -1

LastTryHoverboardTime[edit]

Type: float

last time bot tried to use hoverboard, so we don't get stuck if it fails to spawn for whatever reason

LastUnderFire[edit]

Type: float


LastWarningTime[edit]

Type: float


LoseEnemyCheckTime[edit]

Type: float


MaxSpecialJumpZ[edit]

Type: float

maximum jump Z velocity bot can attain using special abilities (jump boots, impact jumping, etc)

MonitoredPawn[edit]

Type: Pawn

used by latent function MonitorPawn()

MonitorMaxDistSq[edit]

Type: float


MonitorStartLoc[edit]

Type: Object.Vector

used by latent function MonitorPawn()

MultiJumpZ[edit]

Type: float

jump Z velocity bot can gain using multijumps (not counting first jump)

NextSquadMember[edit]

Type: UTBot

linked list of members of this squad

NoVehicleGoal[edit]

Type: Actor

if RouteGoal == NoVehicleGoal, don't use a vehicle to get there

NumRandomJumps[edit]

Type: int


OldMessageID[edit]

Type: int


OldMessageTime[edit]

Type: float

to limit frequency of voice messages

Default value: -100.0

OldMessageType[edit]

Type: name


OldOrderGiver[edit]

Type: Controller


OldOrders[edit]

Type: name


ReactionTime[edit]

Type: float


RespawnPredictionTime[edit]

Type: float

How long ahead to predict inventory respawns

ReTaskTime[edit]

Type: float

time when squad will retask bot (delayed to avoid hitches)

RetreatStartTime[edit]

Type: float


SavedPositions[edit]

Type: array<EnemyPosition>


ScriptedFireMode[edit]

Type: byte

if not 255, bot always uses this fire mode

Default value: 255

ScriptedTarget[edit]

Type: Actor

if set, bot always shoots at it (for Kismet scripts)

SoakString[edit]

Type: string

for debugging - shows problem when soaking

Squad[edit]

Type: UTSquadAI


SquadRouteGoal[edit]

Type: NavigationPoint

goal along squad's route, used when moving along alternate path via FindPathToSquadRoute()

StartleActor[edit]

Type: Actor


StartTacticalTime[edit]

Type: float


StopStartTime[edit]

Type: float


StrafingAbility[edit]

Type: float

-1 to 1 (higher uses strafing more)

Tactics[edit]

Type: float


TemporaryFocus[edit]

Type: Actor

temporarily look at this actor (for e.g. looking at shock ball for combos) - only used when looking at enemy

TrackedVelocity[edit]

Type: Object.Vector

Normally the current enemy. Reset SavedPositions if this changes.

TrackingReactionTime[edit]

Type: float


Default value: 0.25

TranslocUse[edit]

Type: float

0 to 1 - higher means more likely to use

Default value: 1.0

VisibleEnemy[edit]

Type: Pawn

When last enemy LineOfSightTo() check was done

WarningDelay[edit]

Type: float

delay before act on firing warning

WarningProjectile[edit]

Type: Projectile