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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

bDefendingSquad

Type: bool


LastFailedNodeTeleportTime

Type: float


LastFindObjectiveTime

Type: float

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

MaxObjectiveGetOutDist

Type: float

cached highest ObjectiveGetOutDist of all the vehicles available on this level

ONSTeamAI

Type: UTOnslaughtTeamAI

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

OrbObjective

Type: UTOnslaughtNodeObjective

objective for bot with orb

Default values

Property Value
bAddTransientCosts True
MaxSquadSize 3

Instance functions

AllowTaunt

function bool AllowTaunt (UTBot B)

Overrides: UTSquadAI.AllowTaunt


AssignSquadResponsibility

function bool AssignSquadResponsibility (UTBot B)

Overrides: UTSquadAI.AssignSquadResponsibility


BeDevious

function bool BeDevious (Pawn Enemy)

Overrides: UTSquadAI.BeDevious


CheckBarricades

function bool CheckBarricades (UTBot B)

check if bot can destroy any barricades

CheckOrbCarrierObjective

function bool CheckOrbCarrierObjective (UTBot B)


CheckSquadObjectives

function bool CheckSquadObjectives (UTBot B)

Overrides: UTSquadAI.CheckSquadObjectives


CheckVehicle

function bool CheckVehicle (UTBot B)

Overrides: UTSquadAI.CheckVehicle


FindPathToObjective

function bool FindPathToObjective (UTBot B, Actor O)

Overrides: UTSquadAI.FindPathToObjective


FormationCenter

function Actor FormationCenter (Controller C)

Overrides: UTSquadAI.FormationCenter


GetMaxDefenseDistanceFrom

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

function float GetMaxObjectiveGetOutDist ()


GetOrbToDefendNode

function bool GetOrbToDefendNode (UTBot B)

consider telling B to get the orb to defend SquadObjective

GetOrders

function name GetOrders ()

Overrides: UTSquadAI.GetOrders


GetStartObjective

function UTGameObjective GetStartObjective (UTBot B)

Overrides: UTSquadAI.GetStartObjective

(Description copied from UTSquadAI.GetStartObjective)


Returns:

the objective the given bot wants to spawn at

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

Initialize

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

Overrides: UTSquadAI.Initialize


MarkHuntingSpots

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

function float MaxVehicleDist (Pawn P)

Overrides: UTSquadAI.MaxVehicleDist

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

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


MustCompleteOnFoot

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

function bool MustKeepEnemy (Pawn E)

Overrides: UTSquadAI.MustKeepEnemy


NodeTeleport

function bool NodeTeleport (UTBot B)

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

OwnAllPowerNodes

function bool OwnAllPowerNodes ()

Returns:

whether my team owns all power nodes

PriorityObjective

function byte PriorityObjective (UTBot B)

Overrides: UTSquadAI.PriorityObjective


SetDefenseScriptFor

function SetDefenseScriptFor (UTBot B)

Overrides: UTSquadAI.SetDefenseScriptFor


SetObjective

function SetObjective (UTGameObjective O, bool bForceUpdate)

Overrides: UTSquadAI.SetObjective


ShouldCheckSuperVehicle

function bool ShouldCheckSuperVehicle (UTBot B)

Overrides: UTSquadAI.ShouldCheckSuperVehicle

(Description copied from UTSquadAI.ShouldCheckSuperVehicle)


Returns:

whether CheckSuperItem() should include vehicles

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

VehicleDesireability

function float VehicleDesireability (UTVehicle V, UTBot B)

Overrides: UTSquadAI.VehicleDesireability