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UE3:UTOnslaughtSquadAI (UT3)

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UT3 Object >> Actor >> Info >> ReplicationInfo >> UTSquadAI >> UTOnslaughtSquadAI
Package: 
UTGame

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Properties[edit]

bDefendingSquad[edit]

Type: bool


LastFailedNodeTeleportTime[edit]

Type: float


LastFindObjectiveTime[edit]

Type: float

last time tried to find attack objective (with squadobjective == None)

MaxObjectiveGetOutDist[edit]

Type: float

cached highest ObjectiveGetOutDist of all the vehicles available on this level

ONSTeamAI[edit]

Type: UTOnslaughtTeamAI

pointer to Team.AI so we don't have to cast all the time

OrbObjective[edit]

Type: UTOnslaughtNodeObjective

objective for bot with orb

Default values[edit]

Property Value
bAddTransientCosts True
MaxSquadSize 3

Instance functions[edit]

AllowTaunt[edit]

function bool AllowTaunt (UTBot B)

Overrides: UTSquadAI.AllowTaunt


AssignSquadResponsibility[edit]

function bool AssignSquadResponsibility (UTBot B)

Overrides: UTSquadAI.AssignSquadResponsibility


BeDevious[edit]

function bool BeDevious (Pawn Enemy)

Overrides: UTSquadAI.BeDevious


CheckBarricades[edit]

function bool CheckBarricades (UTBot B)

check if bot can destroy any barricades

CheckOrbCarrierObjective[edit]

function bool CheckOrbCarrierObjective (UTBot B)


CheckSquadObjectives[edit]

function bool CheckSquadObjectives (UTBot B)

Overrides: UTSquadAI.CheckSquadObjectives


CheckVehicle[edit]

function bool CheckVehicle (UTBot B)

Overrides: UTSquadAI.CheckVehicle


FindPathToObjective[edit]

function bool FindPathToObjective (UTBot B, Actor O)

Overrides: UTSquadAI.FindPathToObjective


FormationCenter[edit]

function Actor FormationCenter (Controller C)

Overrides: UTSquadAI.FormationCenter


GetMaxDefenseDistanceFrom[edit]

function float GetMaxDefenseDistanceFrom (Actor Center, UTBot B)

Overrides: UTSquadAI.GetMaxDefenseDistanceFrom

(Description copied from UTSquadAI.GetMaxDefenseDistanceFrom)


Returns:

the maximum distance a bot should be from the given Actor it wants to defend

GetMaxObjectiveGetOutDist[edit]

function float GetMaxObjectiveGetOutDist ()


GetOrbToDefendNode[edit]

function bool GetOrbToDefendNode (UTBot B)

consider telling B to get the orb to defend SquadObjective

GetOrders[edit]

function name GetOrders ()

Overrides: UTSquadAI.GetOrders


GetStartObjective[edit]

function UTGameObjective GetStartObjective (UTBot B)

Overrides: UTSquadAI.GetStartObjective

(Description copied from UTSquadAI.GetStartObjective)


Returns:

the objective the given bot wants to spawn at

GetTowingDestination[edit]

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

Initialize[edit]

function Initialize (UTTeamInfo T, UTGameObjective O, Controller C)

Overrides: UTSquadAI.Initialize


MarkHuntingSpots[edit]

function MarkHuntingSpots (UTBot B)

Overrides: UTSquadAI.MarkHuntingSpots

called when the given bot is hunting - gives the squad an opportunity to evaluate more accessible NavigationPoints for attacking the bot's Enemy than pathing towards it (e.g. sniper spots)

MaxVehicleDist[edit]

function float MaxVehicleDist (Pawn P)

Overrides: UTSquadAI.MaxVehicleDist

returns the maximum distance the given Pawn should search for vehicles to enter

ModifyAggression[edit]

function ModifyAggression (UTBot B, out float Aggression)

Overrides: UTSquadAI.ModifyAggression

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

ModifyThreat[edit]

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

Overrides: UTSquadAI.ModifyThreat


MustCompleteOnFoot[edit]

function bool MustCompleteOnFoot (Actor O, optional Pawn P)

Overrides: UTSquadAI.MustCompleteOnFoot

returns whether bot must be on foot to use the given objective (if so, bot will get out of any vehicle just before reaching it)

MustKeepEnemy[edit]

function bool MustKeepEnemy (Pawn E)

Overrides: UTSquadAI.MustKeepEnemy


NodeTeleport[edit]

function bool NodeTeleport (UTBot B)

used with bot's CustomAction interface to process a node teleport

OwnAllPowerNodes[edit]

function bool OwnAllPowerNodes ()

Returns:

whether my team owns all power nodes

PriorityObjective[edit]

function byte PriorityObjective (UTBot B)

Overrides: UTSquadAI.PriorityObjective


SetDefenseScriptFor[edit]

function SetDefenseScriptFor (UTBot B)

Overrides: UTSquadAI.SetDefenseScriptFor


SetObjective[edit]

function SetObjective (UTGameObjective O, bool bForceUpdate)

Overrides: UTSquadAI.SetObjective


ShouldCheckSuperVehicle[edit]

function bool ShouldCheckSuperVehicle (UTBot B)

Overrides: UTSquadAI.ShouldCheckSuperVehicle

(Description copied from UTSquadAI.ShouldCheckSuperVehicle)


Returns:

whether CheckSuperItem() should include vehicles

ShouldUseAlternatePaths[edit]

function bool ShouldUseAlternatePaths ()

Overrides: UTSquadAI.ShouldUseAlternatePaths

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

VehicleDesireability[edit]

function float VehicleDesireability (UTVehicle V, UTBot B)

Overrides: UTSquadAI.VehicleDesireability