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UE3:UTSquadAI instance functions (UDK)

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UDK Object >> Actor >> Info >> ReplicationInfo >> UTSquadAI (instance functions)

Contents

UTSquadAI instance functions in other games:
UT3

Instance functions[edit]

AcceptableDefensivePosition[edit]

function bool AcceptableDefensivePosition (NavigationPoint N, UTBot B)


AddBot[edit]

function AddBot (UTBot B)


AddEnemy[edit]

function bool AddEnemy (Pawn NewEnemy)


AddTransientCosts[edit]

function AddTransientCosts (UTBot B, float f)


AllowContinueOnFoot[edit]

function bool AllowContinueOnFoot (UTBot B, UTVehicle V)

Returns:

whether bot should continue along its path on foot or stay in its current vehicle

AllowDetourTo[edit]

function bool AllowDetourTo (UTBot B, NavigationPoint N)


AllowImpactJumpBy[edit]

function bool AllowImpactJumpBy (UTBot B)


AllowTaunt[edit]

function bool AllowTaunt (UTBot B)


AssessThreat[edit]

function float AssessThreat (UTBot B, Pawn NewThreat, bool bThreatVisible)


AssignSquadResponsibility[edit]

function bool AssignSquadResponsibility (UTBot B)


BeDevious[edit]

function bool BeDevious (Pawn Enemy)


BotEnteredVehicle[edit]

function BotEnteredVehicle (UTBot B)


BotSuitability[edit]

function float BotSuitability (UTBot B)


CheckHoverboard[edit]

function bool CheckHoverboard (UTBot B)


CheckSquadObjectives[edit]

function bool CheckSquadObjectives (UTBot B)


CheckSuperItem[edit]

function bool CheckSuperItem (UTBot B, float SuperDist)

checks for super pickups, important vehicles, etc within the specified path distance

CheckTowing[edit]

function bool CheckTowing (UTBot B, UTVehicle V)

considers giving bot actions to do with towing or being towed

Returns:

whether the bot was given something to do

CheckVehicle[edit]

function bool CheckVehicle (UTBot B)


ClearPathFor[edit]

function bool ClearPathFor (Controller C)


CloseEnoughToObjective[edit]

function bool CloseEnoughToObjective (UTBot B, Actor O)

returns whether the bot shouldn't get any closer to the given objective with the vehicle it's using

CloseToLeader[edit]

function bool CloseToLeader (Pawn P)


CriticalObjectiveWarning[edit]

function CriticalObjectiveWarning (Pawn NewEnemy)


DisplayDebug[edit]

simulated function DisplayDebug (HUD HUD, out float YL, out float YPos)

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]

function bool EnterAndExitVehicle (UTBot B)

used with bot's CustomAction interface to enter and exit a vehicle in the same action

FindDefensivePositionFor[edit]

function NavigationPoint FindDefensivePositionFor (UTBot B)


FindNewEnemyFor[edit]

function bool FindNewEnemyFor (UTBot B, bool bSeeEnemy)


FindPathToObjective[edit]

function bool FindPathToObjective (UTBot B, Actor O)


FormationCenter[edit]

function Actor FormationCenter (Controller C)


FriendlyToward[edit]

function bool FriendlyToward (Pawn Other)


GetFacingRotation[edit]

function Object.Rotator GetFacingRotation ()


GetLinkVehicle[edit]

function UTVehicle GetLinkVehicle (UTBot B)


GetMaxDefenseDistanceFrom[edit]

function float GetMaxDefenseDistanceFrom (Actor Center, UTBot B)

Returns:

the maximum distance a bot should be from the given Actor it wants to defend

GetOnHoverboard[edit]

function bool GetOnHoverboard (UTBot B)

used with bot's CustomAction interface to tell it to get on the hoverboard

GetOrders[edit]

function name GetOrders ()


GetOrderStringFor[edit]

simulated function string GetOrderStringFor (UTPlayerReplicationInfo PRI)


GetShortOrderStringFor[edit]

simulated function string GetShortOrderStringFor (UTPlayerReplicationInfo PRI)


GetSize[edit]

function int GetSize ()


GetStartObjective[edit]

function UTGameObjective GetStartObjective (UTBot B)

Returns:

the objective the given bot wants to spawn at

GetTowingDestination[edit]

function Actor GetTowingDestination (UTVehicle Towed)

Returns:

a good objective to tow the given Pawn to - if None is returned bot will just do its normal logic

GotoVehicle[edit]

function bool GotoVehicle (UTVehicle SquadVehicle, UTBot B)

tells the given bot to attempt to move toward and enter the given vehicle

HandlePathObstruction[edit]

function bool HandlePathObstruction (UTBot B, Actor BlockedBy)

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]

function bool HasOtherVisibleEnemy (UTBot B)

Returns:

whether the given bot knows of some visible enemy that is not its current enemy

Initialize[edit]

function Initialize (UTTeamInfo T, UTGameObjective O, Controller C)


IsDefending[edit]

function bool IsDefending (UTBot B)


IsOnPathToSquadObjective[edit]

function bool IsOnPathToSquadObjective (Actor Goal)

returns whether the bot should be considered as moving towards SquadObjective if its goal is the given Actor

IsOnSquad[edit]

function bool IsOnSquad (Controller C)


LeaveVehicleAtParkingSpot[edit]

function LeaveVehicleAtParkingSpot (UTBot B, Actor O)

called when the bot is trying to get to the given objective and has reached one of its parking spots

LeaveVehicleToReachObjective[edit]

function bool LeaveVehicleToReachObjective (UTBot B, Actor O)

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]

function bool LostEnemy (UTBot B)


MarkHuntingSpots[edit]

function MarkHuntingSpots (UTBot B)

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]

function float MaxVehicleDist (Pawn P)


MergeWith[edit]

function MergeWith (UTSquadAI S)


ModifyAggression[edit]

function ModifyAggression (UTBot B, out float Aggression)

gives Squad a chance to modify how aggressively the bot chases down enemies

ModifyThreat[edit]

function float ModifyThreat (float current, Pawn NewThreat, bool bThreatVisible, UTBot B)


MustCompleteOnFoot[edit]

function bool MustCompleteOnFoot (Actor O, optional Pawn P)

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]

function bool MustKeepEnemy (Pawn E)


NearFormationCenter[edit]

function bool NearFormationCenter (Pawn P)


NeverBail[edit]

function bool NeverBail (Pawn P)

Returns:

whether bot should bail on a vehicle that has low health or is stuck

NotifyKilled[edit]

function NotifyKilled (Controller Killer, Controller Killed, Pawn KilledPawn)


OverrideFollowPlayer[edit]

function bool OverrideFollowPlayer (UTBot B)


PickBotToReassign[edit]

function UTBot PickBotToReassign ()


PickNewLeader[edit]

function PickNewLeader ()


PickRetreatDestination[edit]

function bool PickRetreatDestination (UTBot B)


PriorityObjective[edit]

function byte PriorityObjective (UTBot B)


RateDefensivePosition[edit]

function float RateDefensivePosition (NavigationPoint N, UTBot CurrentBot, Actor Center)


RemoveBot[edit]

function RemoveBot (UTBot B)


RemoveEnemy[edit]

function RemoveEnemy (Pawn E)


RemovePlayer[edit]

function RemovePlayer (PlayerController P)


Retask[edit]

function Retask (UTBot B)


SetAlternatePathTo[edit]

function SetAlternatePathTo (NavigationPoint NewRouteObjective, UTBot RouteMaker)


SetDefenseScriptFor[edit]

function SetDefenseScriptFor (UTBot B)


SetEnemy[edit]

function bool SetEnemy (UTBot B, Pawn NewEnemy)


SetFacingActor[edit]

function Actor SetFacingActor (UTBot B)


SetObjective[edit]

function SetObjective (UTGameObjective O, bool bForceUpdate)


ShouldCheckSuperVehicle[edit]

function bool ShouldCheckSuperVehicle (UTBot B)

Returns:

whether CheckSuperItem() should include vehicles

ShouldDeferTo[edit]

function bool ShouldDeferTo (Controller C)


ShouldSuppressEnemy[edit]

function bool ShouldSuppressEnemy (UTBot B)


ShouldUseAlternatePaths[edit]

function bool ShouldUseAlternatePaths ()

returns whether bots should use an alternate squad route to reach SquadObjective instead of the shortest possible route

ShouldUseHoverboard[edit]

function bool ShouldUseHoverboard (UTBot B)


TellBotToFollow[edit]

function bool TellBotToFollow (UTBot B, Controller C)


TryToIntercept[edit]

function bool TryToIntercept (UTBot B, Pawn P, Actor RouteGoal)


UnderFire[edit]

function bool UnderFire (Pawn NewThreat, UTBot Ignored)


ValidEnemy[edit]

function bool ValidEnemy (Pawn NewEnemy)


VehicleDesireability[edit]

function float VehicleDesireability (UTVehicle V, UTBot B)


WaitAtThisPosition[edit]

function bool WaitAtThisPosition (Pawn P)


WanderNearLeader[edit]

function bool WanderNearLeader (UTBot B)