Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE3:UTBot states (UT3)
Object >> Actor >> Controller >> AIController >> UTBot (states) |
Contents
- 1 States
- 1.1 Charging
- 1.2 CustomAction
- 1.3 Dead
- 1.4 Defending
- 1.4.1 Defending.BeginState
- 1.4.2 Defending.EndState
- 1.4.3 Defending.MonitoredPawnAlert
- 1.4.4 Defending.ClearPathFor
- 1.4.5 Defending.EnableBumps
- 1.4.6 Defending.IsDefending
- 1.4.7 Defending.MoveAwayFrom
- 1.4.8 Defending.Restart
- 1.4.9 Defending.SetRouteGoal
- 1.4.10 Defending.SuggestDefenseRotation
- 1.4.11 Defending.TryToDeploy
- 1.5 EnteringVehicle
- 1.6 Fallback
- 1.7 FindAir
- 1.8 Frozen
- 1.9 FrozenMovement
- 1.10 Hunting
- 1.11 InQueue
- 1.12 LeavingVehicle
- 1.13 MoveToGoal
- 1.14 MoveToGoalNoEnemy
- 1.15 MoveToGoalWithEnemy
- 1.16 RangedAttack
- 1.16.1 RangedAttack.BeginState
- 1.16.2 RangedAttack.EnemyNotVisible
- 1.16.3 RangedAttack.StopFiring
- 1.16.4 RangedAttack.Timer
- 1.16.5 RangedAttack.ClearPathFor
- 1.16.6 RangedAttack.DoRangedAttackOn
- 1.16.7 RangedAttack.FindStrafeDest
- 1.16.8 RangedAttack.IsShootingObjective
- 1.16.9 RangedAttack.NotifyKilled
- 1.16.10 RangedAttack.Stopped
- 1.17 Retreating
- 1.18 Roaming
- 1.19 RoundEnded
- 1.20 ScriptedMove
- 1.21 StakeOut
- 1.21.1 StakeOut.BeginState
- 1.21.2 StakeOut.EndState
- 1.21.3 StakeOut.SeePlayer
- 1.21.4 StakeOut.Timer
- 1.21.5 StakeOut.CanAttack
- 1.21.6 StakeOut.DoStakeOut
- 1.21.7 StakeOut.EnableBumps
- 1.21.8 StakeOut.FindNewStakeOutDir
- 1.21.9 StakeOut.GetAdjustedAimFor
- 1.21.10 StakeOut.NotifyTakeHit
- 1.21.11 StakeOut.Stopped
- 1.21.12 StakeOut.WeaponFireAgain
- 1.22 Startled
- 1.23 TacticalMove
- 1.23.1 TacticalMove.BeginState
- 1.23.2 TacticalMove.EndState
- 1.23.3 TacticalMove.EnemyNotVisible
- 1.23.4 TacticalMove.NotifyHitWall
- 1.23.5 TacticalMove.NotifyJumpApex
- 1.23.6 TacticalMove.Timer
- 1.23.7 TacticalMove.ChangeStrafe
- 1.23.8 TacticalMove.EnableBumps
- 1.23.9 TacticalMove.EngageDirection
- 1.23.10 TacticalMove.IsStrafing
- 1.23.11 TacticalMove.PickDestination
- 1.23.12 TacticalMove.SetFall
- 1.24 VehicleCharging
- 1.25 WaitingForLanding
- UTBot states in other games:
- UDK
- Other member categories for this class:
- events, instance functions, internal variables
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
States[edit]
Charging[edit]
Extends: MoveToGoalWithEnemy
Charging.EndState[edit]
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]
Overrides: Controller.EnemyNotVisible (global)
Charging.MayFall[edit]
Overrides: Controller.MayFall (global)
Charging.NotifyBump[edit]
Overrides: NotifyBump (global)
Charging.Timer[edit]
Overrides: MoveToGoalWithEnemy.Timer
Charging.NotifyTakeHit[edit]
Overrides: NotifyTakeHit (global)
Charging.StrafeFromDamage[edit]
Overrides: StrafeFromDamage (global)
Charging.TryStrafe[edit]
Charging.TryToDuck[edit]
Overrides: TryToDuck (global)
CustomAction[edit]
state that calls a set delegate until it says its done, then triggers WhatToDoNext()
CustomAction.EndState[edit]
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]
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]
Overrides: DelayedWarning (global)
Dead.Timer[edit]
Overrides: Actor.Timer (global)
Dead.WhatToDoNext[edit]
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]
Overrides: Celebrate (global)
Dead.DoRangedAttackOn[edit]
Overrides: DoRangedAttackOn (global)
Dead.EnemyChanged[edit]
Overrides: EnemyChanged (global)
Dead.SetAttractionState[edit]
Overrides: SetAttractionState (global)
Dead.SetRouteToGoal[edit]
Overrides: SetRouteToGoal (global)
Dead.WanderOrCamp[edit]
Overrides: WanderOrCamp (global)
Defending[edit]
Defending In the Defending state, the bot will take a position near the squad's FormationCenter().
Defending.BeginState[edit]
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]
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]
Overrides: MonitoredPawnAlert (global)
Defending.ClearPathFor[edit]
Overrides: ClearPathFor (global)
Defending.EnableBumps[edit]
Overrides: EnableBumps (global)
EnableBumps() Timer - implemented in states where bot wants to receive bump notifications again
Defending.IsDefending[edit]
Overrides: IsDefending (global)
Defending.MoveAwayFrom[edit]
Overrides: MoveAwayFrom (global)
Defending.Restart[edit]
Overrides: Restart (global)
Defending.SetRouteGoal[edit]
Defending.SuggestDefenseRotation[edit]
Defending.TryToDeploy[edit]
try to deploy vehicle (if have one that can)
EnteringVehicle[edit]
Fallback[edit]
Extends: MoveToGoalWithEnemy
Fallback.EnemyNotVisible[edit]
Overrides: Controller.EnemyNotVisible (global)
Fallback.MayFall[edit]
Overrides: Controller.MayFall (global)
Fallback.NotifyBump[edit]
Overrides: NotifyBump (global)
Fallback.EnemyChanged[edit]
Overrides: EnemyChanged (global)
Fallback.FireWeaponAt[edit]
Overrides: FireWeaponAt (global)
Fallback.IsRetreating[edit]
Overrides: IsRetreating (global)
FindAir[edit]
Ignores: Bump, HearNoise, SeePlayer
FindAir.BeginState[edit]
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]
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]
Overrides: Controller.EnemyNotVisible (global)
FindAir.NotifyHeadVolumeChange[edit]
Overrides: Controller.NotifyHeadVolumeChange (global)
FindAir.NotifyHitWall[edit]
Overrides: NotifyHitWall (global)
FindAir.Timer[edit]
Overrides: Actor.Timer (global)
FindAir.PickDestination[edit]
Frozen[edit]
Ignores: ExecuteWhatToDoNext, HearNoise, SeeMonster, WhatToDoNext
Frozen.PoppedState[edit]
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]
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]
Overrides: SeePlayer (global)
Frozen.OnAIFreeze[edit]
Overrides: OnAIFreeze (global)
FrozenMovement[edit]
FrozenMovement.PoppedState[edit]
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]
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]
Overrides: Actor.Timer (global)
FrozenMovement.WhatToDoNext[edit]
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]
Overrides: OnAIFreeze (global)
Hunting[edit]
Extends: MoveToGoalWithEnemy
Hunting.BeginState[edit]
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]
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]
Overrides: Controller.MayFall (global)
Hunting.SeePlayer[edit]
Overrides: SeePlayer (global)
Hunting.Timer[edit]
Overrides: MoveToGoalWithEnemy.Timer
Hunting.FindViewSpot[edit]
Overrides: FindViewSpot (global)
Hunting.IsHunting[edit]
Overrides: IsHunting (global)
Hunting.NotifyTakeHit[edit]
Overrides: NotifyTakeHit (global)
Hunting.PickDestination[edit]
InQueue[edit]
Extends: RoundEnded
InQueue.BeginState[edit]
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]
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]
tries to exit the current vehicle
Returns:
- true if the bot is no longer in a vehicle, false otherwise
MoveToGoal[edit]
MoveToGoal.BeginState[edit]
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]
Overrides: Actor.Timer (global)
MoveToGoal.CheckPathToGoalAround[edit]
Overrides: CheckPathToGoalAround (global)
MoveToGoal.EnableBumps[edit]
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]
Overrides: MoveToGoal.Timer
RangedAttack[edit]
Ignores: Bump, HearNoise, SeePlayer
RangedAttack.BeginState[edit]
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]
Overrides: Controller.EnemyNotVisible (global)
RangedAttack.StopFiring[edit]
Overrides: StopFiring (global)
RangedAttack.Timer[edit]
Overrides: Actor.Timer (global)
RangedAttack.ClearPathFor[edit]
Overrides: ClearPathFor (global)
RangedAttack.DoRangedAttackOn[edit]
Overrides: DoRangedAttackOn (global)
RangedAttack.FindStrafeDest[edit]
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]
Overrides: IsShootingObjective (global)
RangedAttack.NotifyKilled[edit]
Overrides: NotifyKilled (global)
RangedAttack.Stopped[edit]
Overrides: Stopped (global)
Retreating[edit]
Extends: Fallback
Retreating.BeginState[edit]
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]
Overrides: FaceActor (global)
Retreating.IsRetreating[edit]
Overrides: Fallback.IsRetreating
Roaming[edit]
Extends: MoveToGoal
Roaming.MayFall[edit]
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]
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]
Overrides: DelayedWarning (global)
RoundEnded.WhatToDoNext[edit]
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]
Overrides: Celebrate (global)
RoundEnded.CelebrateVictory[edit]
RoundEnded.EnemyChanged[edit]
Overrides: EnemyChanged (global)
RoundEnded.SetAttractionState[edit]
Overrides: SetAttractionState (global)
RoundEnded.SwitchToBestWeapon[edit]
Overrides: Controller.SwitchToBestWeapon (global)
RoundEnded.WanderOrCamp[edit]
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]
Overrides: NotifyHitWall (global)
ScriptedMove.PoppedState[edit]
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]
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]
StakeOut.BeginState[edit]
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]
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]
Overrides: SeePlayer (global)
StakeOut.Timer[edit]
Overrides: Actor.Timer (global)
StakeOut.CanAttack[edit]
Overrides: CanAttack (global)
StakeOut.DoStakeOut[edit]
Overrides: DoStakeOut (global)
StakeOut.EnableBumps[edit]
Overrides: EnableBumps (global)
EnableBumps() Timer - implemented in states where bot wants to receive bump notifications again
StakeOut.FindNewStakeOutDir[edit]
StakeOut.GetAdjustedAimFor[edit]
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]
Overrides: NotifyTakeHit (global)
StakeOut.Stopped[edit]
Overrides: Stopped (global)
StakeOut.WeaponFireAgain[edit]
Overrides: WeaponFireAgain (global)
Startled[edit]
Ignores: EnemyNotVisible, HearNoise, SeePlayer
Startled.BeginState[edit]
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]
Overrides: Startle (global)
TacticalMove[edit]
TacticalMove.BeginState[edit]
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]
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]
Overrides: Controller.EnemyNotVisible (global)
TacticalMove.NotifyHitWall[edit]
Overrides: NotifyHitWall (global)
TacticalMove.NotifyJumpApex[edit]
Overrides: NotifyJumpApex (global)
TacticalMove.Timer[edit]
Overrides: Actor.Timer (global)
TacticalMove.ChangeStrafe[edit]
Overrides: ChangeStrafe (global)
TacticalMove.EnableBumps[edit]
Overrides: EnableBumps (global)
EnableBumps() Timer - implemented in states where bot wants to receive bump notifications again
TacticalMove.EngageDirection[edit]
Overrides: EngageDirection (global)
TacticalMove.IsStrafing[edit]
Overrides: IsStrafing (global)
TacticalMove.PickDestination[edit]
TacticalMove.SetFall[edit]
Overrides: SetFall (global)
VehicleCharging[edit]
Extends: MoveToGoalWithEnemy
VehicleCharging.EnemyNotVisible[edit]
Overrides: Controller.EnemyNotVisible (global)
VehicleCharging.Timer[edit]
Overrides: MoveToGoalWithEnemy.Timer
VehicleCharging.FindDestination[edit]
WaitingForLanding[edit]
WaitingForLanding.BeginState[edit]
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]
Overrides: NotifyLanded (global)
WaitingForLanding.Timer[edit]
Overrides: Actor.Timer (global)
WaitingForLanding.DoWaitForLanding[edit]
Overrides: DoWaitForLanding (global)