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UE3:UTBot states (UT3)

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UT3 Object >> Actor >> Controller >> AIController >> UTBot (states)

Contents

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

States[edit]

Charging[edit]

Extends: MoveToGoalWithEnemy

Ignores: HearNoise, SeePlayer

Charging.EndState[edit]

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[edit]

event EnemyNotVisible ()

Overrides: Controller.EnemyNotVisible (global)


Charging.MayFall[edit]

event MayFall ()

Overrides: Controller.MayFall (global)


Charging.NotifyBump[edit]

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

Overrides: NotifyBump (global)


Charging.Timer[edit]

event Timer ()

Overrides: MoveToGoalWithEnemy.Timer


Charging.NotifyTakeHit[edit]

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

Overrides: NotifyTakeHit (global)


Charging.StrafeFromDamage[edit]

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

Overrides: StrafeFromDamage (global)


Charging.TryStrafe[edit]

function bool TryStrafe (Object.Vector sideDir)


Charging.TryToDuck[edit]

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

Overrides: TryToDuck (global)


CustomAction[edit]

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

CustomAction.EndState[edit]

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[edit]

Inherits from: Controller.Dead

Ignores: EnemyNotVisible, ExecuteWhatToDoNext, HearNoise, NotifyBump, NotifyHeadVolumeChange, NotifyHitWall, NotifyLanded, NotifyPhysicsVolumeChange, ReceiveWarning, SeePlayer

Dead.BeginState[edit]

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[edit]

event DelayedWarning ()

Overrides: DelayedWarning (global)


Dead.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


Dead.WhatToDoNext[edit]

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[edit]

function Celebrate ()

Overrides: Celebrate (global)


Dead.DoRangedAttackOn[edit]

function DoRangedAttackOn (Actor A)

Overrides: DoRangedAttackOn (global)


Dead.EnemyChanged[edit]

function EnemyChanged (bool bNewEnemyVisible)

Overrides: EnemyChanged (global)


Dead.SetAttractionState[edit]

function SetAttractionState ()

Overrides: SetAttractionState (global)


Dead.SetRouteToGoal[edit]

function bool SetRouteToGoal (Actor A)

Overrides: SetRouteToGoal (global)


Dead.WanderOrCamp[edit]

function WanderOrCamp ()

Overrides: WanderOrCamp (global)


Defending[edit]

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

Ignores: EnemyNotVisible

Defending.BeginState[edit]

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[edit]

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[edit]

event MonitoredPawnAlert ()

Overrides: MonitoredPawnAlert (global)


Defending.ClearPathFor[edit]

function ClearPathFor (Controller C)

Overrides: ClearPathFor (global)


Defending.EnableBumps[edit]

function EnableBumps ()

Overrides: EnableBumps (global)

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

Defending.IsDefending[edit]

function bool IsDefending ()

Overrides: IsDefending (global)


Defending.MoveAwayFrom[edit]

function MoveAwayFrom (Controller C)

Overrides: MoveAwayFrom (global)


Defending.Restart[edit]

function Restart (bool bVehicleTransition)

Overrides: Restart (global)


Defending.SetRouteGoal[edit]

function SetRouteGoal ()


Defending.SuggestDefenseRotation[edit]

function SuggestDefenseRotation ()


Defending.TryToDeploy[edit]

function TryToDeploy ()

try to deploy vehicle (if have one that can)

EnteringVehicle[edit]

Fallback[edit]

Extends: MoveToGoalWithEnemy

Fallback.EnemyNotVisible[edit]

event EnemyNotVisible ()

Overrides: Controller.EnemyNotVisible (global)


Fallback.MayFall[edit]

event MayFall ()

Overrides: Controller.MayFall (global)


Fallback.NotifyBump[edit]

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

Overrides: NotifyBump (global)


Fallback.EnemyChanged[edit]

function EnemyChanged (bool bNewEnemyVisible)

Overrides: EnemyChanged (global)


Fallback.FireWeaponAt[edit]

function bool FireWeaponAt (Actor A)

Overrides: FireWeaponAt (global)


Fallback.IsRetreating[edit]

function bool IsRetreating ()

Overrides: IsRetreating (global)


FindAir[edit]

Ignores: Bump, HearNoise, SeePlayer

FindAir.BeginState[edit]

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[edit]

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[edit]

event EnemyNotVisible ()

Overrides: Controller.EnemyNotVisible (global)


FindAir.NotifyHeadVolumeChange[edit]

event bool NotifyHeadVolumeChange (PhysicsVolume NewHeadVolume)

Overrides: Controller.NotifyHeadVolumeChange (global)


FindAir.NotifyHitWall[edit]

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

Overrides: NotifyHitWall (global)


FindAir.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


FindAir.PickDestination[edit]

function PickDestination (bool bNoCharge)


Frozen[edit]

Ignores: ExecuteWhatToDoNext, HearNoise, SeeMonster, WhatToDoNext

Frozen.PoppedState[edit]

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[edit]

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[edit]

event SeePlayer (Pawn SeenPlayer)

Overrides: SeePlayer (global)


Frozen.OnAIFreeze[edit]

function OnAIFreeze (UTSeqAct_AIFreeze FreezeAction)

Overrides: OnAIFreeze (global)


FrozenMovement[edit]

Ignores: ExecuteWhatToDoNext

FrozenMovement.PoppedState[edit]

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[edit]

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[edit]

event Timer ()

Overrides: Actor.Timer (global)


FrozenMovement.WhatToDoNext[edit]

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[edit]

function OnAIFreeze (UTSeqAct_AIFreeze FreezeAction)

Overrides: OnAIFreeze (global)


Hunting[edit]

Extends: MoveToGoalWithEnemy

Ignores: EnemyNotVisible

Hunting.BeginState[edit]

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[edit]

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[edit]

event MayFall ()

Overrides: Controller.MayFall (global)


Hunting.SeePlayer[edit]

event SeePlayer (Pawn SeenPlayer)

Overrides: SeePlayer (global)


Hunting.Timer[edit]

event Timer ()

Overrides: MoveToGoalWithEnemy.Timer


Hunting.FindViewSpot[edit]

function bool FindViewSpot ()

Overrides: FindViewSpot (global)


Hunting.IsHunting[edit]

function bool IsHunting ()

Overrides: IsHunting (global)


Hunting.NotifyTakeHit[edit]

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

Overrides: NotifyTakeHit (global)


Hunting.PickDestination[edit]

function PickDestination ()


InQueue[edit]

Extends: RoundEnded

InQueue.BeginState[edit]

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[edit]

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[edit]

LeavingVehicle.TryLeavingVehicle[edit]

function TryLeavingVehicle ()

tries to exit the current vehicle

Returns:

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

MoveToGoal[edit]

MoveToGoal.BeginState[edit]

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[edit]

event Timer ()

Overrides: Actor.Timer (global)


MoveToGoal.CheckPathToGoalAround[edit]

function bool CheckPathToGoalAround (Pawn P)

Overrides: CheckPathToGoalAround (global)


MoveToGoal.EnableBumps[edit]

function EnableBumps ()

Overrides: EnableBumps (global)

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

MoveToGoalNoEnemy[edit]

Extends: MoveToGoal

MoveToGoalWithEnemy[edit]

Extends: MoveToGoal

MoveToGoalWithEnemy.Timer[edit]

event Timer ()

Overrides: MoveToGoal.Timer


RangedAttack[edit]

Ignores: Bump, HearNoise, SeePlayer

RangedAttack.BeginState[edit]

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[edit]

event EnemyNotVisible ()

Overrides: Controller.EnemyNotVisible (global)


RangedAttack.StopFiring[edit]

event StopFiring ()

Overrides: StopFiring (global)


RangedAttack.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


RangedAttack.ClearPathFor[edit]

function ClearPathFor (Controller C)

Overrides: ClearPathFor (global)


RangedAttack.DoRangedAttackOn[edit]

function DoRangedAttackOn (Actor A)

Overrides: DoRangedAttackOn (global)


RangedAttack.FindStrafeDest[edit]

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[edit]

function bool IsShootingObjective ()

Overrides: IsShootingObjective (global)


RangedAttack.NotifyKilled[edit]

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

Overrides: NotifyKilled (global)


RangedAttack.Stopped[edit]

function bool Stopped ()

Overrides: Stopped (global)


Retreating[edit]

Extends: Fallback

Retreating.BeginState[edit]

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[edit]

function Actor FaceActor (float StrafingModifier)

Overrides: FaceActor (global)


Retreating.IsRetreating[edit]

function bool IsRetreating ()

Overrides: Fallback.IsRetreating


Roaming[edit]

Extends: MoveToGoal

Ignores: EnemyNotVisible

Roaming.MayFall[edit]

event MayFall ()

Overrides: Controller.MayFall (global)


RoundEnded[edit]

Inherits from: Controller.RoundEnded

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

RoundEnded.BeginState[edit]

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[edit]

event DelayedWarning ()

Overrides: DelayedWarning (global)


RoundEnded.WhatToDoNext[edit]

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[edit]

function Celebrate ()

Overrides: Celebrate (global)


RoundEnded.CelebrateVictory[edit]

function CelebrateVictory ()


RoundEnded.EnemyChanged[edit]

function EnemyChanged (bool bNewEnemyVisible)

Overrides: EnemyChanged (global)


RoundEnded.SetAttractionState[edit]

function SetAttractionState ()

Overrides: SetAttractionState (global)


RoundEnded.SwitchToBestWeapon[edit]

function SwitchToBestWeapon (optional bool bForceNewWeapon)

Overrides: Controller.SwitchToBestWeapon (global)


RoundEnded.WanderOrCamp[edit]

function WanderOrCamp ()

Overrides: WanderOrCamp (global)


ScriptedMove[edit]

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[edit]

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

Overrides: NotifyHitWall (global)


ScriptedMove.PoppedState[edit]

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[edit]

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[edit]

Ignores: EnemyNotVisible

StakeOut.BeginState[edit]

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[edit]

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[edit]

event SeePlayer (Pawn SeenPlayer)

Overrides: SeePlayer (global)


StakeOut.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


StakeOut.CanAttack[edit]

function bool CanAttack (Actor Other)

Overrides: CanAttack (global)


StakeOut.DoStakeOut[edit]

function DoStakeOut ()

Overrides: DoStakeOut (global)


StakeOut.EnableBumps[edit]

function EnableBumps ()

Overrides: EnableBumps (global)

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

StakeOut.FindNewStakeOutDir[edit]

function FindNewStakeOutDir ()


StakeOut.GetAdjustedAimFor[edit]

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.
  • BaseAimRot - original aiming rotation without any modifications.

StakeOut.NotifyTakeHit[edit]

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

Overrides: NotifyTakeHit (global)


StakeOut.Stopped[edit]

function bool Stopped ()

Overrides: Stopped (global)


StakeOut.WeaponFireAgain[edit]

function bool WeaponFireAgain (bool bFinishedFire)

Overrides: WeaponFireAgain (global)


Startled[edit]

Ignores: EnemyNotVisible, HearNoise, SeePlayer

Startled.BeginState[edit]

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[edit]

function Startle (Actor Feared)

Overrides: Startle (global)


TacticalMove[edit]

Ignores: HearNoise, SeePlayer

TacticalMove.BeginState[edit]

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[edit]

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[edit]

event EnemyNotVisible ()

Overrides: Controller.EnemyNotVisible (global)


TacticalMove.NotifyHitWall[edit]

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

Overrides: NotifyHitWall (global)


TacticalMove.NotifyJumpApex[edit]

event NotifyJumpApex ()

Overrides: NotifyJumpApex (global)


TacticalMove.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


TacticalMove.ChangeStrafe[edit]

function ChangeStrafe ()

Overrides: ChangeStrafe (global)


TacticalMove.EnableBumps[edit]

function EnableBumps ()

Overrides: EnableBumps (global)

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

TacticalMove.EngageDirection[edit]

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

Overrides: EngageDirection (global)


TacticalMove.IsStrafing[edit]

function bool IsStrafing ()

Overrides: IsStrafing (global)


TacticalMove.PickDestination[edit]

function PickDestination ()


TacticalMove.SetFall[edit]

function SetFall ()

Overrides: SetFall (global)


VehicleCharging[edit]

Extends: MoveToGoalWithEnemy

Ignores: HearNoise, SeePlayer

VehicleCharging.EnemyNotVisible[edit]

event EnemyNotVisible ()

Overrides: Controller.EnemyNotVisible (global)


VehicleCharging.Timer[edit]

event Timer ()

Overrides: MoveToGoalWithEnemy.Timer


VehicleCharging.FindDestination[edit]

function FindDestination ()


WaitingForLanding[edit]

WaitingForLanding.BeginState[edit]

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[edit]

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

Overrides: NotifyLanded (global)


WaitingForLanding.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


WaitingForLanding.DoWaitForLanding[edit]

function bool DoWaitForLanding ()

Overrides: DoWaitForLanding (global)