Cogito, ergo sum
UE3:UTOnslaughtSquadAI (UT3)
Object >> Actor >> Info >> ReplicationInfo >> UTSquadAI >> UTOnslaughtSquadAI |
Contents
- 1 Properties
- 2 Instance functions
- 2.1 AllowTaunt
- 2.2 AssignSquadResponsibility
- 2.3 BeDevious
- 2.4 CheckBarricades
- 2.5 CheckOrbCarrierObjective
- 2.6 CheckSquadObjectives
- 2.7 CheckVehicle
- 2.8 FindPathToObjective
- 2.9 FormationCenter
- 2.10 GetMaxDefenseDistanceFrom
- 2.11 GetMaxObjectiveGetOutDist
- 2.12 GetOrbToDefendNode
- 2.13 GetOrders
- 2.14 GetStartObjective
- 2.15 GetTowingDestination
- 2.16 Initialize
- 2.17 MarkHuntingSpots
- 2.18 MaxVehicleDist
- 2.19 ModifyAggression
- 2.20 ModifyThreat
- 2.21 MustCompleteOnFoot
- 2.22 MustKeepEnemy
- 2.23 NodeTeleport
- 2.24 OwnAllPowerNodes
- 2.25 PriorityObjective
- 2.26 SetDefenseScriptFor
- 2.27 SetObjective
- 2.28 ShouldCheckSuperVehicle
- 2.29 ShouldUseAlternatePaths
- 2.30 VehicleDesireability
- Package:
- UTGame
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. |
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]
Overrides: UTSquadAI.AllowTaunt
AssignSquadResponsibility[edit]
Overrides: UTSquadAI.AssignSquadResponsibility
BeDevious[edit]
Overrides: UTSquadAI.BeDevious
CheckBarricades[edit]
check if bot can destroy any barricades
CheckOrbCarrierObjective[edit]
CheckSquadObjectives[edit]
Overrides: UTSquadAI.CheckSquadObjectives
CheckVehicle[edit]
Overrides: UTSquadAI.CheckVehicle
FindPathToObjective[edit]
Overrides: UTSquadAI.FindPathToObjective
FormationCenter[edit]
Overrides: UTSquadAI.FormationCenter
GetMaxDefenseDistanceFrom[edit]
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]
GetOrbToDefendNode[edit]
consider telling B to get the orb to defend SquadObjective
GetOrders[edit]
Overrides: UTSquadAI.GetOrders
GetStartObjective[edit]
Overrides: UTSquadAI.GetStartObjective
(Description copied from UTSquadAI.GetStartObjective)
Returns:
- the objective the given bot wants to spawn at
GetTowingDestination[edit]
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]
Overrides: UTSquadAI.Initialize
MarkHuntingSpots[edit]
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]
Overrides: UTSquadAI.MaxVehicleDist
returns the maximum distance the given Pawn should search for vehicles to enter
ModifyAggression[edit]
Overrides: UTSquadAI.ModifyAggression
gives Squad a chance to modify how aggressively the bot chases down enemies
ModifyThreat[edit]
Overrides: UTSquadAI.ModifyThreat
MustCompleteOnFoot[edit]
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]
Overrides: UTSquadAI.MustKeepEnemy
NodeTeleport[edit]
used with bot's CustomAction interface to process a node teleport
OwnAllPowerNodes[edit]
Returns:
- whether my team owns all power nodes
PriorityObjective[edit]
Overrides: UTSquadAI.PriorityObjective
SetDefenseScriptFor[edit]
Overrides: UTSquadAI.SetDefenseScriptFor
SetObjective[edit]
Overrides: UTSquadAI.SetObjective
ShouldCheckSuperVehicle[edit]
Overrides: UTSquadAI.ShouldCheckSuperVehicle
(Description copied from UTSquadAI.ShouldCheckSuperVehicle)
Returns:
- whether CheckSuperItem() should include vehicles
ShouldUseAlternatePaths[edit]
Overrides: UTSquadAI.ShouldUseAlternatePaths
returns whether bots should use an alternate squad route to reach SquadObjective instead of the shortest possible route
VehicleDesireability[edit]
Overrides: UTSquadAI.VehicleDesireability