UE3:UTOnslaughtTeamAI (UT3)

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UT3 Object >> Actor >> Info >> UTTeamAI >> UTOnslaughtTeamAI
Package:
UTGame

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties

bAllNodesTaken

Type: bool


FinalCore

Type: UTOnslaughtPowerCore

this team's main powercore

Flag

Type: UTOnslaughtFlag

this team's flag for capturing bunkers

Default values

Property Value
OrderList[0] 'ATTACK'
OrderList[4] 'Defend'
OrderList[6] 'ATTACK'
OrderList[7] 'ATTACK'
SquadType Class'UTGame.UTOnslaughtSquadAI'

Functions

Events

Reset

event Reset ()

Overrides: UTTeamAI.Reset


Other instance functions

CoreAvailabilityScore

function float CoreAvailabilityScore (UTOnslaughtNodeObjective Core)


CriticalObjectiveWarning

function CriticalObjectiveWarning (UTGameObjective AttackedObjective, Pawn EventInstigator)

Overrides: UTTeamAI.CriticalObjectiveWarning


FindFastFreelanceObjective

function UTGameObjective FindFastFreelanceObjective ()


FindNewObjectives

function FindNewObjectives (UTGameObjective DisabledObjective)

Overrides: UTTeamAI.FindNewObjectives


GetLeastDefendedObjective

function UTGameObjective GetLeastDefendedObjective (Controller InController)

Overrides: UTTeamAI.GetLeastDefendedObjective


GetLeastDefendedPlayerObjective

function UTGameObjective GetLeastDefendedPlayerObjective (UTPlayerController PC)


GetPriorityAttackObjectiveFor

function UTGameObjective GetPriorityAttackObjectiveFor (UTSquadAI AnAttackSquad, Controller InController)

Overrides: UTTeamAI.GetPriorityAttackObjectiveFor


GetPriorityFreelanceObjectiveFor

function UTGameObjective GetPriorityFreelanceObjectiveFor (UTSquadAI InFreelanceSquad)

Overrides: UTTeamAI.GetPriorityFreelanceObjectiveFor


GetPriorityOrbObjectiveFor

function UTOnslaughtNodeObjective GetPriorityOrbObjectiveFor (Controller InController)

Return recommended objective node for orb runner

GetPriorityPlayerAttackObjectiveFor

function UTGameObjective GetPriorityPlayerAttackObjectiveFor (UTPlayerController PC)


GetSquadsOrdered

function GetSquadsOrdered (out array<UTSquadAISquadList)

Returns:

Squads with primary attack squad(s) first, defense second, freelance third, others last this is used when evaulating objective changes to make sure primary squads get the most important objectives regardless of the order they were added

IsFastFreelanceObjective

function bool IsFastFreelanceObjective (UTOnslaughtObjective Core)


ObjectiveCoveredByAnotherSquad

function bool ObjectiveCoveredByAnotherSquad (UTGameObjective O, UTSquadAI IgnoreSquad, optional bool bRequireAttackSquad, optional int RequiredAttackers)

returns true if the given objective is a SquadObjective for some other squad on this team than the passed in squad

Parameters:

  • O - the objective to test for
  • IgnoreSquad - squad to ignore (because we're calling this while evaluating changing its objective)
  • bRequireAttackSquad - opt) - if true, only count as covered if at least one squad has 'Attack' orders
  • RequiredAttackers - opt) - only valid if bRequireAttackSquad - only count as covered if this many bots are covering it

Returns:

whether the objective is sufficiently covered by another squad

PutOnDefense

function bool PutOnDefense (UTBot B)

Overrides: UTTeamAI.PutOnDefense


ReAssessStrategy

function ReAssessStrategy ()

Overrides: UTTeamAI.ReAssessStrategy


SetObjectiveLists

function SetObjectiveLists ()

Overrides: UTTeamAI.SetObjectiveLists