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UE3:UTSquadAI instance functions (UDK)
Object >> Actor >> Info >> ReplicationInfo >> UTSquadAI (instance functions) |
Contents
- 1 Instance functions
- 1.1 AcceptableDefensivePosition
- 1.2 AddBot
- 1.3 AddEnemy
- 1.4 AddTransientCosts
- 1.5 AllowContinueOnFoot
- 1.6 AllowDetourTo
- 1.7 AllowImpactJumpBy
- 1.8 AllowTaunt
- 1.9 AssessThreat
- 1.10 AssignSquadResponsibility
- 1.11 BeDevious
- 1.12 BotEnteredVehicle
- 1.13 BotSuitability
- 1.14 CheckHoverboard
- 1.15 CheckSquadObjectives
- 1.16 CheckSuperItem
- 1.17 CheckTowing
- 1.18 CheckVehicle
- 1.19 ClearPathFor
- 1.20 CloseEnoughToObjective
- 1.21 CloseToLeader
- 1.22 CriticalObjectiveWarning
- 1.23 DisplayDebug
- 1.24 EnterAndExitVehicle
- 1.25 FindDefensivePositionFor
- 1.26 FindNewEnemyFor
- 1.27 FindPathToObjective
- 1.28 FormationCenter
- 1.29 FriendlyToward
- 1.30 GetFacingRotation
- 1.31 GetLinkVehicle
- 1.32 GetMaxDefenseDistanceFrom
- 1.33 GetOnHoverboard
- 1.34 GetOrders
- 1.35 GetOrderStringFor
- 1.36 GetShortOrderStringFor
- 1.37 GetSize
- 1.38 GetStartObjective
- 1.39 GetTowingDestination
- 1.40 GotoVehicle
- 1.41 HandlePathObstruction
- 1.42 HasOtherVisibleEnemy
- 1.43 Initialize
- 1.44 IsDefending
- 1.45 IsOnPathToSquadObjective
- 1.46 IsOnSquad
- 1.47 LeaveVehicleAtParkingSpot
- 1.48 LeaveVehicleToReachObjective
- 1.49 LostEnemy
- 1.50 MarkHuntingSpots
- 1.51 MaxVehicleDist
- 1.52 MergeWith
- 1.53 ModifyAggression
- 1.54 ModifyThreat
- 1.55 MustCompleteOnFoot
- 1.56 MustKeepEnemy
- 1.57 NearFormationCenter
- 1.58 NeverBail
- 1.59 NotifyKilled
- 1.60 OverrideFollowPlayer
- 1.61 PickBotToReassign
- 1.62 PickNewLeader
- 1.63 PickRetreatDestination
- 1.64 PriorityObjective
- 1.65 RateDefensivePosition
- 1.66 RemoveBot
- 1.67 RemoveEnemy
- 1.68 RemovePlayer
- 1.69 Retask
- 1.70 SetAlternatePathTo
- 1.71 SetDefenseScriptFor
- 1.72 SetEnemy
- 1.73 SetFacingActor
- 1.74 SetObjective
- 1.75 ShouldCheckSuperVehicle
- 1.76 ShouldDeferTo
- 1.77 ShouldSuppressEnemy
- 1.78 ShouldUseAlternatePaths
- 1.79 ShouldUseHoverboard
- 1.80 TellBotToFollow
- 1.81 TryToIntercept
- 1.82 UnderFire
- 1.83 ValidEnemy
- 1.84 VehicleDesireability
- 1.85 WaitAtThisPosition
- 1.86 WanderNearLeader
- UTSquadAI instance functions in other games:
- UT3
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Instance functions[edit]
AcceptableDefensivePosition[edit]
AddBot[edit]
AddEnemy[edit]
AddTransientCosts[edit]
AllowContinueOnFoot[edit]
Returns:
- whether bot should continue along its path on foot or stay in its current vehicle
AllowDetourTo[edit]
AllowImpactJumpBy[edit]
AllowTaunt[edit]
AssessThreat[edit]
AssignSquadResponsibility[edit]
BeDevious[edit]
BotEnteredVehicle[edit]
BotSuitability[edit]
CheckHoverboard[edit]
CheckSquadObjectives[edit]
CheckSuperItem[edit]
checks for super pickups, important vehicles, etc within the specified path distance
CheckTowing[edit]
considers giving bot actions to do with towing or being towed
Returns:
- whether the bot was given something to do
CheckVehicle[edit]
ClearPathFor[edit]
CloseEnoughToObjective[edit]
returns whether the bot shouldn't get any closer to the given objective with the vehicle it's using
CloseToLeader[edit]
CriticalObjectiveWarning[edit]
DisplayDebug[edit]
Overrides: Actor.DisplayDebug
(Description copied from Actor.DisplayDebug)
list important Actor variables on canvas. HUD will call DisplayDebug() on the current ViewTarget when the ShowDebug exec is used
Parameters:
- HUD - HUD with canvas to draw on
- out_YL - Height of the current font
- out_YPos - Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line.
EnterAndExitVehicle[edit]
used with bot's CustomAction interface to enter and exit a vehicle in the same action
FindDefensivePositionFor[edit]
FindNewEnemyFor[edit]
FindPathToObjective[edit]
FormationCenter[edit]
FriendlyToward[edit]
GetFacingRotation[edit]
GetLinkVehicle[edit]
GetMaxDefenseDistanceFrom[edit]
Returns:
- the maximum distance a bot should be from the given Actor it wants to defend
GetOnHoverboard[edit]
used with bot's CustomAction interface to tell it to get on the hoverboard
GetOrders[edit]
GetOrderStringFor[edit]
GetShortOrderStringFor[edit]
GetSize[edit]
GetStartObjective[edit]
Returns:
- the objective the given bot wants to spawn at
GetTowingDestination[edit]
Returns:
- a good objective to tow the given Pawn to - if None is returned bot will just do its normal logic
GotoVehicle[edit]
tells the given bot to attempt to move toward and enter the given vehicle
HandlePathObstruction[edit]
called when a ReachSpec the given bot wants to use is blocked by a dynamic obstruction gives the AI an opportunity to do something to get rid of it instead of trying to find another path
Parameters:
- B - the bot whose path is blocked
- BlockedBy - the object blocking the path
Returns:
- true if the AI did something about the obstruction and should use the path anyway, false if the path is unusable and the bot must find some other way to go
Note: MoveTarget is the actor the AI wants to move toward, CurrentPath the ReachSpec it wants to use
HasOtherVisibleEnemy[edit]
Returns:
- whether the given bot knows of some visible enemy that is not its current enemy
Initialize[edit]
IsDefending[edit]
IsOnPathToSquadObjective[edit]
returns whether the bot should be considered as moving towards SquadObjective if its goal is the given Actor
IsOnSquad[edit]
LeaveVehicleAtParkingSpot[edit]
called when the bot is trying to get to the given objective and has reached one of its parking spots
LeaveVehicleToReachObjective[edit]
checks if the bot's vehicle is close enough to leave and proceed on foot (assumes the objective cannot be completed while inside a vehicle)
Returns:
- true if the bot left the vehicle and is continuing on foot, false if it did nothing
LostEnemy[edit]
MarkHuntingSpots[edit]
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[edit]
MergeWith[edit]
ModifyAggression[edit]
gives Squad a chance to modify how aggressively the bot chases down enemies
ModifyThreat[edit]
MustCompleteOnFoot[edit]
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[edit]
NearFormationCenter[edit]
NeverBail[edit]
Returns:
- whether bot should bail on a vehicle that has low health or is stuck
NotifyKilled[edit]
OverrideFollowPlayer[edit]
PickBotToReassign[edit]
PickNewLeader[edit]
PickRetreatDestination[edit]
PriorityObjective[edit]
RateDefensivePosition[edit]
RemoveBot[edit]
RemoveEnemy[edit]
RemovePlayer[edit]
Retask[edit]
SetAlternatePathTo[edit]
SetDefenseScriptFor[edit]
SetEnemy[edit]
SetFacingActor[edit]
SetObjective[edit]
ShouldCheckSuperVehicle[edit]
Returns:
- whether CheckSuperItem() should include vehicles
ShouldDeferTo[edit]
ShouldSuppressEnemy[edit]
ShouldUseAlternatePaths[edit]
returns whether bots should use an alternate squad route to reach SquadObjective instead of the shortest possible route