Mostly Harmless

UE3:UTBot states (UDK)

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UDK Object >> Actor >> Controller >> AIController >> UTBot (states)

Contents

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

States

Charging

Extends: MoveToGoalWithEnemy

Ignores: HearNoise, SeePlayer

Charging.EndState

event EndState (name NextStateName)

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

event EnemyNotVisible ()

Overrides: Controller.EnemyNotVisible (global)


Charging.MayFall

event MayFall (bool bFloor, Object.Vector FloorNormal)

Overrides: Controller.MayFall (global)


Charging.NotifyBump

event bool NotifyBump (Actor Other, Object.Vector HitNormal)

Overrides: NotifyBump (global)


Charging.Timer

event Timer ()

Overrides: MoveToGoalWithEnemy.Timer


Charging.NotifyTakeHit

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

Overrides: NotifyTakeHit (global)


Charging.StrafeFromDamage

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

Overrides: StrafeFromDamage (global)


Charging.TryStrafe

function bool TryStrafe (Object.Vector sideDir)


Charging.TryToDuck

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

Overrides: TryToDuck (global)


CustomAction

state that calls a set delegate until it says its done, then triggers WhatToDoNext()

CustomAction.EndState

event EndState (name NextStateName)

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

event BeginState (name PreviousStateName)

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

event DelayedWarning ()

Overrides: DelayedWarning (global)


Dead.Timer

event Timer ()

Overrides: Actor.Timer (global)


Dead.WhatToDoNext

event 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

function Celebrate ()

Overrides: Celebrate (global)


Dead.DoRangedAttackOn

function DoRangedAttackOn (Actor A)

Overrides: DoRangedAttackOn (global)


Dead.EnemyChanged

function EnemyChanged (bool bNewEnemyVisible)

Overrides: EnemyChanged (global)


Dead.SetAttractionState

function SetAttractionState ()

Overrides: SetAttractionState (global)


Dead.SetRouteToGoal

function bool SetRouteToGoal (Actor A)

Overrides: SetRouteToGoal (global)


Dead.WanderOrCamp

function WanderOrCamp ()

Overrides: WanderOrCamp (global)


Defending

Defending In the Defending state, the bot will take a position near the squad's FormationCenter().

Ignores: EnemyNotVisible

Defending.BeginState

event BeginState (name PreviousStateName)

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

event EndState (name NextStateName)

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

event MonitoredPawnAlert ()

Overrides: MonitoredPawnAlert (global)


Defending.ClearPathFor

function ClearPathFor (Controller C)

Overrides: ClearPathFor (global)


Defending.EnableBumps

function EnableBumps ()

Overrides: EnableBumps (global)

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

Defending.IsDefending

function bool IsDefending ()

Overrides: IsDefending (global)


Defending.MoveAwayFrom

function MoveAwayFrom (Controller C)

Overrides: MoveAwayFrom (global)


Defending.Restart

function Restart (bool bVehicleTransition)

Overrides: Restart (global)


Defending.SetRouteGoal

function SetRouteGoal ()


Defending.SuggestDefenseRotation

function SuggestDefenseRotation ()


EnteringVehicle

Fallback

Extends: MoveToGoalWithEnemy

Fallback.EnemyNotVisible

event EnemyNotVisible ()

Overrides: Controller.EnemyNotVisible (global)


Fallback.MayFall

event MayFall (bool bFloor, Object.Vector FloorNormal)

Overrides: Controller.MayFall (global)


Fallback.NotifyBump

event bool NotifyBump (Actor Other, Object.Vector HitNormal)

Overrides: NotifyBump (global)


Fallback.EnemyChanged

function EnemyChanged (bool bNewEnemyVisible)

Overrides: EnemyChanged (global)


Fallback.FireWeaponAt

function bool FireWeaponAt (Actor A)

Overrides: FireWeaponAt (global)


Fallback.IsRetreating

function bool IsRetreating ()

Overrides: IsRetreating (global)


FindAir

Ignores: Bump, HearNoise, SeePlayer

FindAir.BeginState

event BeginState (name PreviousStateName)

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

event EndState (name NextStateName)

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

event EnemyNotVisible ()

Overrides: Controller.EnemyNotVisible (global)


FindAir.NotifyHeadVolumeChange

event bool NotifyHeadVolumeChange (PhysicsVolume NewHeadVolume)

Overrides: Controller.NotifyHeadVolumeChange (global)


FindAir.NotifyHitWall

event bool NotifyHitWall (Object.Vector HitNormal, Actor Wall)

Overrides: NotifyHitWall (global)


FindAir.Timer

event Timer ()

Overrides: Actor.Timer (global)


FindAir.PickDestination

function PickDestination (bool bNoCharge)


Frozen

Ignores: ExecuteWhatToDoNext, HearNoise, SeeMonster, WhatToDoNext

Frozen.PoppedState

event 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

event 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

event SeePlayer (Pawn SeenPlayer)

Overrides: SeePlayer (global)


Frozen.OnAIFreeze

function OnAIFreeze (UTSeqAct_AIFreeze FreezeAction)

Overrides: OnAIFreeze (global)


FrozenMovement

Ignores: ExecuteWhatToDoNext

FrozenMovement.PoppedState

event 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

event 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

event Timer ()

Overrides: Actor.Timer (global)


FrozenMovement.WhatToDoNext

event 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

function OnAIFreeze (UTSeqAct_AIFreeze FreezeAction)

Overrides: OnAIFreeze (global)


Hunting

Extends: MoveToGoalWithEnemy

Ignores: EnemyNotVisible

Hunting.BeginState

event BeginState (name PreviousStateName)

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

event EndState (name NextStateName)

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

event MayFall (bool bFloor, Object.Vector FloorNormal)

Overrides: Controller.MayFall (global)


Hunting.SeePlayer

event SeePlayer (Pawn SeenPlayer)

Overrides: SeePlayer (global)


Hunting.Timer

event Timer ()

Overrides: MoveToGoalWithEnemy.Timer


Hunting.FindViewSpot

function bool FindViewSpot ()

Overrides: FindViewSpot (global)


Hunting.IsHunting

function bool IsHunting ()

Overrides: IsHunting (global)


Hunting.NotifyTakeHit

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

Overrides: NotifyTakeHit (global)


Hunting.PickDestination

function PickDestination ()


InQueue

Extends: RoundEnded

InQueue.BeginState

event BeginState (name PreviousStateName)

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

event EndState (name NextStateName)

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

function TryLeavingVehicle ()

tries to exit the current vehicle

Returns:

true if the bot is no longer in a vehicle, false otherwise

MoveToGoal

MoveToGoal.BeginState

event BeginState (name PreviousStateName)

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

event Timer ()

Overrides: Actor.Timer (global)


MoveToGoal.CheckPathToGoalAround

function bool CheckPathToGoalAround (Pawn P)

Overrides: CheckPathToGoalAround (global)


MoveToGoal.EnableBumps

function 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

event Timer ()

Overrides: MoveToGoal.Timer


RangedAttack

Ignores: Bump, HearNoise, SeePlayer

RangedAttack.BeginState

event BeginState (name PreviousStateName)

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

event EnemyNotVisible ()

Overrides: Controller.EnemyNotVisible (global)


RangedAttack.StopFiring

event StopFiring ()

Overrides: StopFiring (global)


RangedAttack.Timer

event Timer ()

Overrides: Actor.Timer (global)


RangedAttack.ClearPathFor

function ClearPathFor (Controller C)

Overrides: ClearPathFor (global)


RangedAttack.DoRangedAttackOn

function DoRangedAttackOn (Actor A)

Overrides: DoRangedAttackOn (global)


RangedAttack.FindStrafeDest

function bool 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

function bool IsShootingObjective ()

Overrides: IsShootingObjective (global)


RangedAttack.NotifyKilled

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

Overrides: NotifyKilled (global)


RangedAttack.Stopped

function bool Stopped ()

Overrides: Stopped (global)


Retreating

Extends: Fallback

Retreating.BeginState

event BeginState (name PreviousStateName)

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

function Actor FaceActor (float StrafingModifier)

Overrides: FaceActor (global)


Retreating.IsRetreating

function bool IsRetreating ()

Overrides: Fallback.IsRetreating


Roaming

Extends: MoveToGoal

Ignores: EnemyNotVisible

Roaming.MayFall

event MayFall (bool bFloor, Object.Vector FloorNormal)

Overrides: Controller.MayFall (global)


RoundEnded

Inherits from: Controller.RoundEnded

Ignores: ExecuteWhatToDoNext, Falling, HearNoise, HitWall, KilledBy, NotifyBump, NotifyHeadVolumeChange, NotifyPhysicsVolumeChange, ReceiveWarning, SeePlayer, TakeDamage

RoundEnded.BeginState

event BeginState (name PreviousStateName)

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

event DelayedWarning ()

Overrides: DelayedWarning (global)


RoundEnded.WhatToDoNext

event 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

function Celebrate ()

Overrides: Celebrate (global)


RoundEnded.CelebrateVictory

function CelebrateVictory ()


RoundEnded.EnemyChanged

function EnemyChanged (bool bNewEnemyVisible)

Overrides: EnemyChanged (global)


RoundEnded.SetAttractionState

function SetAttractionState ()

Overrides: SetAttractionState (global)


RoundEnded.SwitchToBestWeapon

function SwitchToBestWeapon (optional bool bForceNewWeapon)

Overrides: Controller.SwitchToBestWeapon (global)


RoundEnded.WanderOrCamp

function 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

event bool NotifyHitWall (Object.Vector HitNormal, Actor Wall)

Overrides: NotifyHitWall (global)


ScriptedMove.PoppedState

event 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

event 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

Ignores: EnemyNotVisible

StakeOut.BeginState

event BeginState (name PreviousStateName)

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

event EndState (name NextStateName)

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

event SeePlayer (Pawn SeenPlayer)

Overrides: SeePlayer (global)


StakeOut.Timer

event Timer ()

Overrides: Actor.Timer (global)


StakeOut.CanAttack

function bool CanAttack (Actor Other)

Overrides: CanAttack (global)


StakeOut.DoStakeOut

function DoStakeOut ()

Overrides: DoStakeOut (global)


StakeOut.EnableBumps

function EnableBumps ()

Overrides: EnableBumps (global)

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

StakeOut.FindNewStakeOutDir

function FindNewStakeOutDir ()


StakeOut.GetAdjustedAimFor

function Object.Rotator GetAdjustedAimFor (Weapon InWeapon, Object.Vector ProjStart)

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

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

Overrides: NotifyTakeHit (global)


StakeOut.Stopped

function bool Stopped ()

Overrides: Stopped (global)


StakeOut.WeaponFireAgain

function bool WeaponFireAgain (bool bFinishedFire)

Overrides: WeaponFireAgain (global)


Startled

Ignores: EnemyNotVisible, HearNoise, SeePlayer

Startled.BeginState

event BeginState (name PreviousStateName)

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

function Startle (Actor Feared)

Overrides: Startle (global)


TacticalMove

Ignores: HearNoise, SeePlayer

TacticalMove.BeginState

event BeginState (name PreviousStateName)

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

event EndState (name NextStateName)

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

event EnemyNotVisible ()

Overrides: Controller.EnemyNotVisible (global)


TacticalMove.NotifyHitWall

event bool NotifyHitWall (Object.Vector HitNormal, Actor Wall)

Overrides: NotifyHitWall (global)


TacticalMove.NotifyJumpApex

event NotifyJumpApex ()

Overrides: NotifyJumpApex (global)


TacticalMove.Timer

event Timer ()

Overrides: Actor.Timer (global)


TacticalMove.ChangeStrafe

function ChangeStrafe ()

Overrides: ChangeStrafe (global)


TacticalMove.EnableBumps

function EnableBumps ()

Overrides: EnableBumps (global)

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

TacticalMove.EngageDirection

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

Overrides: EngageDirection (global)


TacticalMove.IsStrafing

function bool IsStrafing ()

Overrides: IsStrafing (global)


TacticalMove.PickDestination

function PickDestination ()


TacticalMove.SetFall

function SetFall ()

Overrides: SetFall (global)


VehicleCharging

Extends: MoveToGoalWithEnemy

Ignores: HearNoise, SeePlayer

VehicleCharging.EnemyNotVisible

event EnemyNotVisible ()

Overrides: Controller.EnemyNotVisible (global)


VehicleCharging.Timer

event Timer ()

Overrides: MoveToGoalWithEnemy.Timer


VehicleCharging.FindDestination

function FindDestination ()


WaitingForLanding

WaitingForLanding.BeginState

event BeginState (name PreviousStateName)

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

event bool NotifyLanded (Object.Vector HitNormal, Actor FloorActor)

Overrides: NotifyLanded (global)


WaitingForLanding.Timer

event Timer ()

Overrides: Actor.Timer (global)


WaitingForLanding.DoWaitForLanding

function bool DoWaitForLanding ()

Overrides: DoWaitForLanding (global)