UE3:UTBot states (UDK)
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Object >> Actor >> Controller >> AIController >> UTBot (states) |
- UTBot states in other games:
- Other member categories for this class:
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States
Charging
Extends: MoveToGoalWithEnemy
Charging.EndState
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
Charging.EnemyNotVisible
Overrides: Controller.EnemyNotVisible (global)
Charging.MayFall
Overrides: Controller.MayFall (global)
Charging.NotifyBump
Overrides: NotifyBump (global)
Charging.Timer
Overrides: MoveToGoalWithEnemy.Timer
Charging.NotifyTakeHit
Overrides: NotifyTakeHit (global)
Charging.StrafeFromDamage
Overrides: StrafeFromDamage (global)
Charging.TryStrafe
Charging.TryToDuck
Overrides: TryToDuck (global)
CustomAction
state that calls a set delegate until it says its done, then triggers WhatToDoNext()
CustomAction.EndState
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
Dead
Inherits from: Controller.Dead
Ignores: EnemyNotVisible, ExecuteWhatToDoNext, HearNoise, NotifyBump, NotifyHeadVolumeChange, NotifyHitWall, NotifyLanded, NotifyPhysicsVolumeChange, ReceiveWarning, SeePlayer
Dead.BeginState
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
Dead.DelayedWarning
Overrides: DelayedWarning (global)
Dead.Timer
Overrides: Actor.Timer (global)
Dead.WhatToDoNext
Overrides: WhatToDoNext (global)
(Description copied from UTBot.WhatToDoNext)
triggers ExecuteWhatToDoNext() to occur during the next tick
this is also where logic that is unsafe to do during the physics tick should be added
Note: in state code, you probably want LatentWhatToDoNext() so the state is paused while waiting for ExecuteWhatToDoNext() to be called
Dead.Celebrate
Overrides: Celebrate (global)
Dead.DoRangedAttackOn
Overrides: DoRangedAttackOn (global)
Dead.EnemyChanged
Overrides: EnemyChanged (global)
Dead.SetAttractionState
Overrides: SetAttractionState (global)
Dead.SetRouteToGoal
Overrides: SetRouteToGoal (global)
Dead.WanderOrCamp
Overrides: WanderOrCamp (global)
Defending
Defending In the Defending state, the bot will take a position near the squad's FormationCenter().
Defending.BeginState
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
Defending.EndState
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
Defending.MonitoredPawnAlert
Overrides: MonitoredPawnAlert (global)
Defending.ClearPathFor
Overrides: ClearPathFor (global)
Defending.EnableBumps
Overrides: EnableBumps (global)
EnableBumps() Timer - implemented in states where bot wants to receive bump notifications again
Defending.IsDefending
Overrides: IsDefending (global)
Defending.MoveAwayFrom
Overrides: MoveAwayFrom (global)
Defending.Restart
Overrides: Restart (global)
Defending.SetRouteGoal
Defending.SuggestDefenseRotation
EnteringVehicle
Fallback
Extends: MoveToGoalWithEnemy
Fallback.EnemyNotVisible
Overrides: Controller.EnemyNotVisible (global)
Fallback.MayFall
Overrides: Controller.MayFall (global)
Fallback.NotifyBump
Overrides: NotifyBump (global)
Fallback.EnemyChanged
Overrides: EnemyChanged (global)
Fallback.FireWeaponAt
Overrides: FireWeaponAt (global)
Fallback.IsRetreating
Overrides: IsRetreating (global)
FindAir
Ignores: Bump, HearNoise, SeePlayer
FindAir.BeginState
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
FindAir.EndState
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
FindAir.EnemyNotVisible
Overrides: Controller.EnemyNotVisible (global)
FindAir.NotifyHeadVolumeChange
Overrides: Controller.NotifyHeadVolumeChange (global)
FindAir.NotifyHitWall
Overrides: NotifyHitWall (global)
FindAir.Timer
Overrides: Actor.Timer (global)
FindAir.PickDestination
Frozen
Ignores: ExecuteWhatToDoNext, HearNoise, SeeMonster, WhatToDoNext
Frozen.PoppedState
Overrides: Object.PoppedState (global)
Called immediately in the current state that is being popped off of the state stack, before the new state is activated.
Frozen.PushedState
Overrides: Object.PushedState (global)
Called immediately in the new state that was pushed onto the state stack, before any state code is executed.
Frozen.SeePlayer
Overrides: SeePlayer (global)
Frozen.OnAIFreeze
Overrides: OnAIFreeze (global)
FrozenMovement
FrozenMovement.PoppedState
Overrides: Object.PoppedState (global)
Called immediately in the current state that is being popped off of the state stack, before the new state is activated.
FrozenMovement.PushedState
Overrides: Object.PushedState (global)
Called immediately in the new state that was pushed onto the state stack, before any state code is executed.
FrozenMovement.Timer
Overrides: Actor.Timer (global)
FrozenMovement.WhatToDoNext
Overrides: WhatToDoNext (global)
(Description copied from UTBot.WhatToDoNext)
triggers ExecuteWhatToDoNext() to occur during the next tick
this is also where logic that is unsafe to do during the physics tick should be added
Note: in state code, you probably want LatentWhatToDoNext() so the state is paused while waiting for ExecuteWhatToDoNext() to be called
FrozenMovement.OnAIFreeze
Overrides: OnAIFreeze (global)
Hunting
Extends: MoveToGoalWithEnemy
Hunting.BeginState
Overrides: MoveToGoal.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
Hunting.EndState
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
Hunting.MayFall
Overrides: Controller.MayFall (global)
Hunting.SeePlayer
Overrides: SeePlayer (global)
Hunting.Timer
Overrides: MoveToGoalWithEnemy.Timer
Hunting.FindViewSpot
Overrides: FindViewSpot (global)
Hunting.IsHunting
Overrides: IsHunting (global)
Hunting.NotifyTakeHit
Overrides: NotifyTakeHit (global)
Hunting.PickDestination
InQueue
Extends: RoundEnded
InQueue.BeginState
Overrides: RoundEnded.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
InQueue.EndState
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
LeavingVehicle
LeavingVehicle.TryLeavingVehicle
tries to exit the current vehicle
Returns:
- true if the bot is no longer in a vehicle, false otherwise
MoveToGoal
MoveToGoal.BeginState
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
MoveToGoal.Timer
Overrides: Actor.Timer (global)
MoveToGoal.CheckPathToGoalAround
Overrides: CheckPathToGoalAround (global)
MoveToGoal.EnableBumps
Overrides: EnableBumps (global)
EnableBumps() Timer - implemented in states where bot wants to receive bump notifications again
MoveToGoalNoEnemy
Extends: MoveToGoal
MoveToGoalWithEnemy
Extends: MoveToGoal
MoveToGoalWithEnemy.Timer
Overrides: MoveToGoal.Timer
RangedAttack
Ignores: Bump, HearNoise, SeePlayer
RangedAttack.BeginState
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
RangedAttack.EnemyNotVisible
Overrides: Controller.EnemyNotVisible (global)
RangedAttack.StopFiring
Overrides: StopFiring (global)
RangedAttack.Timer
Overrides: Actor.Timer (global)
RangedAttack.ClearPathFor
Overrides: ClearPathFor (global)
RangedAttack.DoRangedAttackOn
Overrides: DoRangedAttackOn (global)
RangedAttack.FindStrafeDest
if the bot is skilled enough, finds another navigation point that the bot can also shoot the target from and sets MoveTarget to it
Returns:
- whether a valid MoveTarget was found
RangedAttack.IsShootingObjective
Overrides: IsShootingObjective (global)
RangedAttack.NotifyKilled
Overrides: NotifyKilled (global)
RangedAttack.Stopped
Overrides: Stopped (global)
Retreating
Extends: Fallback
Retreating.BeginState
Overrides: MoveToGoal.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
Retreating.FaceActor
Overrides: FaceActor (global)
Retreating.IsRetreating
Overrides: Fallback.IsRetreating
Roaming
Extends: MoveToGoal
Roaming.MayFall
Overrides: Controller.MayFall (global)
RoundEnded
Inherits from: Controller.RoundEnded
Ignores: ExecuteWhatToDoNext, Falling, HearNoise, HitWall, KilledBy, NotifyBump, NotifyHeadVolumeChange, NotifyPhysicsVolumeChange, ReceiveWarning, SeePlayer, TakeDamage
RoundEnded.BeginState
Overrides: Controller.RoundEnded.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
RoundEnded.DelayedWarning
Overrides: DelayedWarning (global)
RoundEnded.WhatToDoNext
Overrides: WhatToDoNext (global)
(Description copied from UTBot.WhatToDoNext)
triggers ExecuteWhatToDoNext() to occur during the next tick
this is also where logic that is unsafe to do during the physics tick should be added
Note: in state code, you probably want LatentWhatToDoNext() so the state is paused while waiting for ExecuteWhatToDoNext() to be called
RoundEnded.Celebrate
Overrides: Celebrate (global)
RoundEnded.CelebrateVictory
RoundEnded.EnemyChanged
Overrides: EnemyChanged (global)
RoundEnded.SetAttractionState
Overrides: SetAttractionState (global)
RoundEnded.SwitchToBestWeapon
Overrides: Controller.SwitchToBestWeapon (global)
RoundEnded.WanderOrCamp
Overrides: WanderOrCamp (global)
ScriptedMove
Simple scripted movement state, attempts to pathfind to ScriptedMoveTarget and returns execution to previous state upon either success/failure.
Inherits from: AIController.ScriptedMove
Ignores: ExecuteWhatToDoNext, HearNoise, SeeMonster, SeePlayer, WhatToDoNext
ScriptedMove.NotifyHitWall
Overrides: NotifyHitWall (global)
ScriptedMove.PoppedState
Overrides: AIController.ScriptedMove.PoppedState
Called immediately in the current state that is being popped off of the state stack, before the new state is activated.
ScriptedMove.PushedState
Overrides: AIController.ScriptedMove.PushedState
Called immediately in the new state that was pushed onto the state stack, before any state code is executed.
StakeOut
StakeOut.BeginState
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
StakeOut.EndState
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
StakeOut.SeePlayer
Overrides: SeePlayer (global)
StakeOut.Timer
Overrides: Actor.Timer (global)
StakeOut.CanAttack
Overrides: CanAttack (global)
StakeOut.DoStakeOut
Overrides: DoStakeOut (global)
StakeOut.EnableBumps
Overrides: EnableBumps (global)
EnableBumps() Timer - implemented in states where bot wants to receive bump notifications again
StakeOut.FindNewStakeOutDir
StakeOut.GetAdjustedAimFor
Overrides: GetAdjustedAimFor (global)
(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.
StakeOut.NotifyTakeHit
Overrides: NotifyTakeHit (global)
StakeOut.Stopped
Overrides: Stopped (global)
StakeOut.WeaponFireAgain
Overrides: WeaponFireAgain (global)
Startled
Ignores: EnemyNotVisible, HearNoise, SeePlayer
Startled.BeginState
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
Startled.Startle
Overrides: Startle (global)
TacticalMove
TacticalMove.BeginState
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
TacticalMove.EndState
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
TacticalMove.EnemyNotVisible
Overrides: Controller.EnemyNotVisible (global)
TacticalMove.NotifyHitWall
Overrides: NotifyHitWall (global)
TacticalMove.NotifyJumpApex
Overrides: NotifyJumpApex (global)
TacticalMove.Timer
Overrides: Actor.Timer (global)
TacticalMove.ChangeStrafe
Overrides: ChangeStrafe (global)
TacticalMove.EnableBumps
Overrides: EnableBumps (global)
EnableBumps() Timer - implemented in states where bot wants to receive bump notifications again
TacticalMove.EngageDirection
Overrides: EngageDirection (global)
TacticalMove.IsStrafing
Overrides: IsStrafing (global)
TacticalMove.PickDestination
TacticalMove.SetFall
Overrides: SetFall (global)
VehicleCharging
Extends: MoveToGoalWithEnemy
VehicleCharging.EnemyNotVisible
Overrides: Controller.EnemyNotVisible (global)
VehicleCharging.Timer
Overrides: MoveToGoalWithEnemy.Timer
VehicleCharging.FindDestination
WaitingForLanding
WaitingForLanding.BeginState
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
WaitingForLanding.NotifyLanded
Overrides: NotifyLanded (global)
WaitingForLanding.Timer
Overrides: Actor.Timer (global)
WaitingForLanding.DoWaitForLanding
Overrides: DoWaitForLanding (global)