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UE3:UTBot internal variables (UT3)

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UT3 Object >> Actor >> Controller >> AIController >> UTBot (internal variables)

Contents

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

Internal variables

Accuracy

Type: float

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

AcquireTime

Type: float

time at which current enemy was acquired

AcquisitionYawRate

Type: int


Default value: 20000

Aggression

Type: float


Aggressiveness

Type: float

0.0 to 1.0 (typically)

Default value: 0.4

AimUpdateFrequency

Type: float


Default value: 0.2

bAllowedToImpactJump

Type: bool


bAllowedToTranslocate

Type: bool


bAllowRouteReuse

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

Type: float

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

Default value: 0.4

BaseAlertness

Type: float


BaseTrackingReactionTime

Type: float

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

Default value: 0.25

bBetrayTeam

Type: bool


bCanFire

Type: bool

used by TacticalMove and Charging states

bChangeDir

Type: bool

tactical move boolean

bCheckDriverPickups

Type: bool

Modifiers: transient

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

bDirectHunt

Type: bool

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

bEnemyAcquired

Type: bool


bEnemyInfoValid

Type: bool

false when change enemy, true when LastSeenPos etc updated

bEnemyIsVisible

Type: bool

Who the enemy was for the last LineOfSightTo() check

bExecutingWhatToDoNext

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

Type: bool

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

bFireSuccess

Type: bool


bForcedDirection

Type: bool


bForceNoDetours

Type: bool


bForceRefreshRoute

Type: bool

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

bForceTranslocateAbility

Type: bool


bFrustrated

Type: bool


bHasFired

Type: bool


bHasSuperWeapon

Type: bool


bHasTranslocator

Type: bool


bHuntPlayer

Type: bool

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

bIgnoreEnemyChange

Type: bool

to prevent calling whattodonext() again on enemy change

bInDodgeMove

Type: bool


bInitLifeMessage

Type: bool


bJumpOverWall

Type: bool

true when jumping to clear obstacle

bJustLanded

Type: bool


bLeadTarget

Type: bool

lead target with projectile attack

Default value: True

BlockedAimTarget

Type: Pawn

Iterative aim correction in progress if set

BlockedPath

Type: NavigationPoint


bMustCharge

Type: bool


bNeedDelayedLeaveVehicle

Type: bool

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

bPendingDoubleJump

Type: bool


bPlannedJump

Type: bool

set when doing voluntary jump

bPursuingFlag

Type: bool


bReachedGatherPoint

Type: bool


bRecommendFastMove

Type: bool


bResetCombatTimer

Type: bool

Modifiers: transient

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

bScriptedFrozen

Type: bool


bScriptSpecialJumpCost

Type: bool

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

bSendFlagMessage

Type: bool


bShortCamp

Type: bool


bSpawnedByKismet

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

Type: bool


bStrafeDir

Type: bool


bTacticalDoubleJump

Type: bool


bTargetAlternateLoc

Type: bool

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

bTranslocatorHop

Type: bool


bUsePreviousSquadRoute

Type: bool

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

bUsingSquadRoute

Type: bool

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

Default value: True

bWasNearObjective

Type: bool


CampTime

Type: float


CombatStyle

Type: float

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

Default value: 0.2

ConstructedNode

Type: UTOnslaughtPowernode

Temp holder for sending constructed node messages

CurrentAimError

Type: float

aim error value currently being used

CurrentlyTrackedEnemy

Type: Pawn

Base value, modified by skill to set TrackingReactionTime

DecisionComponent

Type: UTBotDecisionComponent

component that handles delayed calls ExecuteWhatToDoNext() to when triggered

Default value: UTBotDecisionComponent'TheDecider'

DefensePoint

Type: UTDefensePoint

DefensePoint to which bot is assigned (assigned by TeamAI)

DefensivePosition

Type: NavigationPoint


DirectionHint

Type: Object.Vector

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

DodgeLandZ

Type: float

expected min landing height of dodge

DodgeToGoalPct

Type: float


EnemyVisibilityTime

Type: float


ErrorUpdateFrequency

Type: float

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

Default value: 0.45

FailedHuntEnemy

Type: Pawn


FailedHuntTime

Type: float


FavoriteWeapon

Type: class<Weapon>


FearSpots

Type: UTAvoidMarker

Array size: 2

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

ForcedFlagDropTime

Type: float


Default value: -1000.0

GatherTime

Type: float


GoalString

Type: string

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

HearingThreshold

Type: float


Default value: 2800.0

HidingSpot

Type: Object.Vector


ImpactJumpZ

Type: float

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

ImpactTarget

Type: Actor

impact hammer properties

ImpactVelocity

Type: Object.Vector

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

InstantWarningShooter

Type: Pawn

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

Jumpiness

Type: float

0 to 1

KilledVehicleClass

Type: class<UTVehicle>

Temp holder for sending killed vehicle messages

LastActionMusicUpdate

Type: float

Last time bot sent an action music event to a player

LastAimUpdateTime

Type: float


LastAttractCheck

Type: float


Default value: -10000.0

LastBlockingVehicle

Type: Vehicle


LastCanAttackCheckTime

Type: float

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

LastErrorUpdateTime

Type: float

last time aim error was updated

LastFireAttempt

Type: float


LastFireTarget

Type: Actor

last target bot fired at

LastInjuredVoiceMessageTime

Type: float


LastIterativeCheck

Type: float

pct lead for last targeting check

Default value: 1.0

LastKillerPosition

Type: Object.Vector


LastKnownPosition

Type: Object.Vector


LastRespawnTime

Type: float


LastSearchTime

Type: float

Result of last enemy LineOfSightTo() check

Default value: -10000.0

LastSearchWeight

Type: float


LastSeeingPos

Type: Object.Vector

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

LastSeenPos

Type: Object.Vector

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

LastSeenTime

Type: float


LastTauntIndex

Type: int


Default value: -1

LastTryHoverboardTime

Type: float

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

LastUnderFire

Type: float


LastWarningTime

Type: float


LoseEnemyCheckTime

Type: float


MaxSpecialJumpZ

Type: float

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

MonitoredPawn

Type: Pawn

used by latent function MonitorPawn()

MonitorMaxDistSq

Type: float


MonitorStartLoc

Type: Object.Vector

used by latent function MonitorPawn()

MultiJumpZ

Type: float

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

NextSquadMember

Type: UTBot

linked list of members of this squad

NextTranslocTime

Type: float


NoVehicleGoal

Type: Actor

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

NumRandomJumps

Type: int


OldMessageID

Type: int


OldMessageTime

Type: float

to limit frequency of voice messages

Default value: -100.0

OldMessageType

Type: name


OldOrderGiver

Type: Controller


OldOrders

Type: name


ReactionTime

Type: float


ReTaskTime

Type: float

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

RetreatStartTime

Type: float


SavedPositions

Type: array<EnemyPosition>


ScriptedFireMode

Type: byte

if not 255, bot always uses this fire mode

Default value: 255

ScriptedTarget

Type: Actor

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

SoakString

Type: string

for debugging - shows problem when soaking

Squad

Type: UTSquadAI


SquadRouteGoal

Type: NavigationPoint

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

StartleActor

Type: Actor


StartTacticalTime

Type: float


StopStartTime

Type: float


StrafingAbility

Type: float

-1 to 1 (higher uses strafing more)

Tactics

Type: float


TemporaryFocus

Type: Actor

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

TrackedVelocity

Type: Object.Vector

Normally the current enemy. Reset SavedPositions if this changes.

TrackingReactionTime

Type: float


Default value: 0.25

TranslocationTarget

Type: Actor

translocator properties

TranslocFreq

Type: float


TranslocUse

Type: float

0 to 1 - higher means more likely to use

Default value: 1.0

VisibleEnemy

Type: Pawn

When last enemy LineOfSightTo() check was done

WarningDelay

Type: float

delay before act on firing warning

WarningProjectile

Type: Projectile