Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE3:UTSquadAI (UT3)
Object >> Actor >> Info >> ReplicationInfo >> UTSquadAI |
Contents
- 1 Constants
- 2 Properties
- 2.1 AttackString
- 2.2 bAddTransientCosts
- 2.3 bFreelance
- 2.4 bFreelanceAttack
- 2.5 bFreelanceDefend
- 2.6 bRoamingSquad
- 2.7 bShouldUseGatherPoints
- 2.8 CurrentOrders
- 2.9 DefendString
- 2.10 Enemies
- 2.11 FormationSize
- 2.12 FreelanceString
- 2.13 HoldString
- 2.14 LeaderPRI
- 2.15 MaxSquadRoutes
- 2.16 MaxSquadSize
- 2.17 NextSquad
- 2.18 ObjectiveRouteCache
- 2.19 PendingSquadRouteMaker
- 2.20 PreviousObjectiveRouteCache
- 2.21 RouteObjective
- 2.22 Size
- 2.23 SquadLeader
- 2.24 SquadMembers
- 2.25 SquadObjective
- 2.26 SquadRouteIteration
- 2.27 SquadRoutes
- 2.28 SupportString
- 2.29 SupportStringTrailer
- 2.30 Team
- 2.31 Default values
- 3 Structs
- 4 Functions
- 5 States
- Package:
- UTGame
- Direct subclasses:
- UTCTFSquadAI, UTDMSquad, UTOnslaughtSquadAI, UTGreedSquadAI
- This class in other games:
- UDK
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operational AI control for TeamGame
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Constants
NEAROBJECTIVEDIST
Value: 2000.0
Properties
AttackString
Type: string
Modifiers: localized
Default value: "angreifend"
bAddTransientCosts
Type: bool
bFreelance
Type: bool
bFreelanceAttack
Type: bool
bFreelanceDefend
Type: bool
bRoamingSquad
Type: bool
Default value: True
bShouldUseGatherPoints
Type: bool
whether bots should tend to wait to group up near the end of the squad route
CurrentOrders
Type: name
DefendString
Type: string
Modifiers: localized
Default value: "verteidigt"
Enemies
Type: Pawn
Array size: 8
FormationSize
Type: float
Default value: 1100.0
FreelanceString
Type: string
Modifiers: localized
Default value: "Sweeper"
HoldString
Type: string
Modifiers: localized
Default value: "haltend"
LeaderPRI
Type: UTPlayerReplicationInfo
MaxSquadRoutes
Type: int
maximum size of SquadRoutes list
Default value: 5
MaxSquadSize
Type: int
Default value: 2
NextSquad
Type: UTSquadAI
list of squads on a team
ObjectiveRouteCache
Type: array<NavigationPoint>
PendingSquadRouteMaker
Type: UTBot
bot that we want to use to generate the route (usually SquadLeader)
PreviousObjectiveRouteCache
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
Type: NavigationPoint
Size
Type: int
SquadLeader
Type: Controller
SquadMembers
Type: UTBot
SquadObjective
Type: UTGameObjective
SquadRouteIteration
Type: int
current alternate route iteration (loops back to start after reaching MaxSquadRoutes)
SquadRoutes
Type: array<AlternateRoute>
SupportString
Type: string
Modifiers: localized
Default value: "unterstützt"
SupportStringTrailer
Type: string
Modifiers: localized
Team
Type: UTTeamInfo
Default values
Property | Value |
---|---|
NetUpdateFrequency | 1.0 |
Structs
AlternateRoute
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
Native functions
GetTeamNum
Overrides: Actor.GetTeamNum
Events
Destroyed
Overrides: Actor.Destroyed
Reset
Overrides: Actor.Reset
SetLeader
Other instance functions
See UTSquadAI instance functions.
States
Retasking
Retasking.Tick
Overrides: Actor.Tick (global)