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UE3:UTCTFSquadAI (UDK)

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UDK Object >> Actor >> Info >> ReplicationInfo >> UTSquadAI >> UTCTFSquadAI
Package: 
UTGame
This class in other games:
UT3


Properties

EnemyFlag

Type: UTCTFFlag


EnemyFlagRoutes

Type: array<UTSquadAI.AlternateRoute>

separate alternate route caches for the two flags

FriendlyFlag

Type: UTCTFFlag


FriendlyFlagRoutes

Type: array<UTSquadAI.AlternateRoute>


HidePath

Type: NavigationPoint


LastSeeFlagCarrier

Type: float


Default values

Property Value
bShouldUseGatherPoints True
MaxSquadSize 3

Functions

Events

PostBeginPlay

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


Other instance functions

AllowContinueOnFoot

function bool AllowContinueOnFoot (UTBot B, UTVehicle V)

Overrides: UTSquadAI.AllowContinueOnFoot

(Description copied from UTSquadAI.AllowContinueOnFoot)


Returns:

whether bot should continue along its path on foot or stay in its current vehicle

AllowDetourTo

function bool AllowDetourTo (UTBot B, NavigationPoint N)

Overrides: UTSquadAI.AllowDetourTo


AllowTaunt

function bool AllowTaunt (UTBot B)

Overrides: UTSquadAI.AllowTaunt


BeDevious

function bool BeDevious (Pawn Enemy)

Overrides: UTSquadAI.BeDevious


CheckSquadObjectives

function bool CheckSquadObjectives (UTBot B)

Overrides: UTSquadAI.CheckSquadObjectives


CheckVehicle

function bool CheckVehicle (UTBot B)

Overrides: UTSquadAI.CheckVehicle


EnemyFlagTakenBy

function EnemyFlagTakenBy (Controller C)


FindHidePathFor

function NavigationPoint FindHidePathFor (UTBot B)


FindPathToObjective

function bool FindPathToObjective (UTBot B, Actor O)

Overrides: UTSquadAI.FindPathToObjective


FlagNearBase

function bool FlagNearBase ()


FormationCenter

function Actor FormationCenter (Controller C)

Overrides: UTSquadAI.FormationCenter


GetTowingDestination

function Actor GetTowingDestination (UTVehicle Towed)

Overrides: UTSquadAI.GetTowingDestination

(Description copied from UTSquadAI.GetTowingDestination)


Returns:

a good objective to tow the given Pawn to - if None is returned bot will just do its normal logic

GoPickupFlag

function bool GoPickupFlag (UTBot B)


ModifyAggression

function ModifyAggression (UTBot B, out float Aggression)

Overrides: UTSquadAI.ModifyAggression

gives Squad a chance to modify how aggressively the bot chases down enemies

ModifyThreat

function float ModifyThreat (float current, Pawn NewThreat, bool bThreatVisible, UTBot B)

Overrides: UTSquadAI.ModifyThreat


MustKeepEnemy

function bool MustKeepEnemy (Pawn E)

Overrides: UTSquadAI.MustKeepEnemy


NearEnemyBase

function bool NearEnemyBase (UTBot B)


NearHomeBase

function bool NearHomeBase (UTBot B)


OrdersForFlagCarrier

function bool OrdersForFlagCarrier (UTBot B)


OverrideFollowPlayer

function bool OverrideFollowPlayer (UTBot B)

Overrides: UTSquadAI.OverrideFollowPlayer


PriorityObjective

function byte PriorityObjective (UTBot B)

Overrides: UTSquadAI.PriorityObjective


SetAlternatePathTo

function SetAlternatePathTo (NavigationPoint NewRouteObjective, UTBot RouteMaker)

Overrides: UTSquadAI.SetAlternatePathTo


ShouldDeferTo

function bool ShouldDeferTo (Controller C)

Overrides: UTSquadAI.ShouldDeferTo


ShouldUseAlternatePaths

function bool ShouldUseAlternatePaths ()

Overrides: UTSquadAI.ShouldUseAlternatePaths

returns whether bots should use an alternate squad route to reach SquadObjective instead of the shortest possible route

VisibleToEnemiesOf

function bool VisibleToEnemiesOf (Actor A, UTBot B)