Mostly Harmless

UE3:UTSquadAI (UT3)

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UT3 Object >> Actor >> Info >> ReplicationInfo >> UTSquadAI
Package: 
UTGame
Direct subclasses:
UTCTFSquadAI, UTDMSquad, UTOnslaughtSquadAI, UTGreedSquadAI
This class in other games:
UDK

operational AI control for TeamGame

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

Constants[edit]

NEAROBJECTIVEDIST[edit]

Value: 2000.0


Properties[edit]

AttackString[edit]

Type: string

Modifiers: localized


Default value: "attacking"

bAddTransientCosts[edit]

Type: bool


bFreelance[edit]

Type: bool


bFreelanceAttack[edit]

Type: bool


bFreelanceDefend[edit]

Type: bool


bRoamingSquad[edit]

Type: bool


Default value: True

bShouldUseGatherPoints[edit]

Type: bool

whether bots should tend to wait to group up near the end of the squad route

CurrentOrders[edit]

Type: name


DefendString[edit]

Type: string

Modifiers: localized


Default value: "defending"

Enemies[edit]

Type: Pawn

Array size: 8


FormationSize[edit]

Type: float


Default value: 1100.0

FreelanceString[edit]

Type: string

Modifiers: localized


Default value: "Sweeper"

HoldString[edit]

Type: string

Modifiers: localized


Default value: "holding"

LeaderPRI[edit]

Type: UTPlayerReplicationInfo


MaxSquadRoutes[edit]

Type: int

maximum size of SquadRoutes list

Default value: 5

MaxSquadSize[edit]

Type: int


Default value: 2

NextSquad[edit]

Type: UTSquadAI

list of squads on a team

ObjectiveRouteCache[edit]

Type: array<NavigationPoint>


PendingSquadRouteMaker[edit]

Type: UTBot

bot that we want to use to generate the route (usually SquadLeader)

PreviousObjectiveRouteCache[edit]

Type: array<NavigationPoint>

when generating a new ObjectiveRouteCache for the same objective, the previous is stored here so bots still following it don't get disrupted

RouteObjective[edit]

Type: NavigationPoint


Size[edit]

Type: int


SquadLeader[edit]

Type: Controller


SquadMembers[edit]

Type: UTBot


SquadObjective[edit]

Type: UTGameObjective


SquadRouteIteration[edit]

Type: int

current alternate route iteration (loops back to start after reaching MaxSquadRoutes)

SquadRoutes[edit]

Type: array<AlternateRoute>


SupportString[edit]

Type: string

Modifiers: localized


Default value: "supporting"

SupportStringTrailer[edit]

Type: string

Modifiers: localized


Team[edit]

Type: UTTeamInfo


Default values[edit]

Property Value
NetUpdateFrequency 1.0

Structs[edit]

AlternateRoute[edit]

Modifiers: native

list of alternate routes. Each one higher in the list was created by first adding cost to the nodes in all previous routes

array<NavigationPoint> RouteCache 

Functions[edit]

Native functions[edit]

GetTeamNum[edit]

simulated native function byte GetTeamNum ()

Overrides: Actor.GetTeamNum


Events[edit]

Destroyed[edit]

event Destroyed ()

Overrides: Actor.Destroyed


Reset[edit]

event Reset ()

Overrides: Actor.Reset


SetLeader[edit]

event SetLeader (Controller C)


Other instance functions[edit]

See UTSquadAI instance functions.

States[edit]

Retasking[edit]

Retasking.Tick[edit]

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)