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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[edit]

bAllNodesTaken[edit]

Type: bool


FinalCore[edit]

Type: UTOnslaughtPowerCore

this team's main powercore

Flag[edit]

Type: UTOnslaughtFlag

this team's flag for capturing bunkers

Default values[edit]

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

Functions[edit]

Events[edit]

Reset[edit]

event Reset ()

Overrides: UTTeamAI.Reset


Other instance functions[edit]

CoreAvailabilityScore[edit]

function float CoreAvailabilityScore (UTOnslaughtNodeObjective Core)


CriticalObjectiveWarning[edit]

function CriticalObjectiveWarning (UTGameObjective AttackedObjective, Pawn EventInstigator)

Overrides: UTTeamAI.CriticalObjectiveWarning


FindFastFreelanceObjective[edit]

function UTGameObjective FindFastFreelanceObjective ()


FindNewObjectives[edit]

function FindNewObjectives (UTGameObjective DisabledObjective)

Overrides: UTTeamAI.FindNewObjectives


GetLeastDefendedObjective[edit]

function UTGameObjective GetLeastDefendedObjective (Controller InController)

Overrides: UTTeamAI.GetLeastDefendedObjective


GetLeastDefendedPlayerObjective[edit]

function UTGameObjective GetLeastDefendedPlayerObjective (UTPlayerController PC)


GetPriorityAttackObjectiveFor[edit]

function UTGameObjective GetPriorityAttackObjectiveFor (UTSquadAI AnAttackSquad, Controller InController)

Overrides: UTTeamAI.GetPriorityAttackObjectiveFor


GetPriorityFreelanceObjectiveFor[edit]

function UTGameObjective GetPriorityFreelanceObjectiveFor (UTSquadAI InFreelanceSquad)

Overrides: UTTeamAI.GetPriorityFreelanceObjectiveFor


GetPriorityOrbObjectiveFor[edit]

function UTOnslaughtNodeObjective GetPriorityOrbObjectiveFor (Controller InController)

Return recommended objective node for orb runner

GetPriorityPlayerAttackObjectiveFor[edit]

function UTGameObjective GetPriorityPlayerAttackObjectiveFor (UTPlayerController PC)


GetSquadsOrdered[edit]

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[edit]

function bool IsFastFreelanceObjective (UTOnslaughtObjective Core)


ObjectiveCoveredByAnotherSquad[edit]

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[edit]

function bool PutOnDefense (UTBot B)

Overrides: UTTeamAI.PutOnDefense


ReAssessStrategy[edit]

function ReAssessStrategy ()

Overrides: UTTeamAI.ReAssessStrategy


SetObjectiveLists[edit]

function SetObjectiveLists ()

Overrides: UTTeamAI.SetObjectiveLists