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UE3:UTSquadAI instance functions (UT3)
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 AllowTranslocationBy
- 1.10 AssessThreat
- 1.11 AssignSquadResponsibility
- 1.12 BeDevious
- 1.13 BotEnteredVehicle
- 1.14 BotSuitability
- 1.15 CheckHoverboard
- 1.16 CheckSquadObjectives
- 1.17 CheckSuperItem
- 1.18 CheckTowing
- 1.19 CheckVehicle
- 1.20 ClearPathFor
- 1.21 CloseEnoughToObjective
- 1.22 CloseToLeader
- 1.23 CriticalObjectiveWarning
- 1.24 DisplayDebug
- 1.25 EnterAndExitVehicle
- 1.26 FindDefensivePositionFor
- 1.27 FindNewEnemyFor
- 1.28 FindPathToObjective
- 1.29 FormationCenter
- 1.30 FriendlyToward
- 1.31 GetFacingRotation
- 1.32 GetLinkVehicle
- 1.33 GetMaxDefenseDistanceFrom
- 1.34 GetOnHoverboard
- 1.35 GetOrders
- 1.36 GetOrderStringFor
- 1.37 GetShortOrderStringFor
- 1.38 GetSize
- 1.39 GetStartObjective
- 1.40 GetTowingDestination
- 1.41 GotoVehicle
- 1.42 HandlePathObstruction
- 1.43 HasOtherVisibleEnemy
- 1.44 Initialize
- 1.45 IsDefending
- 1.46 IsOnPathToSquadObjective
- 1.47 IsOnSquad
- 1.48 LeaveVehicleAtParkingSpot
- 1.49 LeaveVehicleToReachObjective
- 1.50 LostEnemy
- 1.51 MarkHuntingSpots
- 1.52 MaxVehicleDist
- 1.53 MergeWith
- 1.54 ModifyAggression
- 1.55 ModifyThreat
- 1.56 MustCompleteOnFoot
- 1.57 MustKeepEnemy
- 1.58 NearFormationCenter
- 1.59 NeverBail
- 1.60 NotifyKilled
- 1.61 OverrideFollowPlayer
- 1.62 PickBotToReassign
- 1.63 PickNewLeader
- 1.64 PickRetreatDestination
- 1.65 PriorityObjective
- 1.66 RateDefensivePosition
- 1.67 RemoveBot
- 1.68 RemoveEnemy
- 1.69 RemovePlayer
- 1.70 Retask
- 1.71 SetAlternatePathTo
- 1.72 SetDefenseScriptFor
- 1.73 SetEnemy
- 1.74 SetFacingActor
- 1.75 SetObjective
- 1.76 ShouldCheckSuperVehicle
- 1.77 ShouldDeferTo
- 1.78 ShouldDestroyTranslocator
- 1.79 ShouldSuppressEnemy
- 1.80 ShouldUndeployVehicle
- 1.81 ShouldUseAlternatePaths
- 1.82 ShouldUseHoverboard
- 1.83 TellBotToFollow
- 1.84 TryToIntercept
- 1.85 UndeployVehicle
- 1.86 UnderFire
- 1.87 ValidEnemy
- 1.88 VehicleDesireability
- 1.89 WaitAtThisPosition
- 1.90 WanderNearLeader
- UTSquadAI instance functions in other games:
- UDK
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Instance functions
AcceptableDefensivePosition
AddBot
AddEnemy
AddTransientCosts
AllowContinueOnFoot
Returns:
- whether bot should continue along its path on foot or stay in its current vehicle
AllowDetourTo
AllowImpactJumpBy
AllowTaunt
AllowTranslocationBy
AssessThreat
AssignSquadResponsibility
BeDevious
BotEnteredVehicle
BotSuitability
CheckHoverboard
CheckSquadObjectives
CheckSuperItem
checks for super pickups, important vehicles, etc within the specified path distance
CheckTowing
considers giving bot actions to do with towing or being towed
Returns:
- whether the bot was given something to do
CheckVehicle
ClearPathFor
CloseEnoughToObjective
returns whether the bot shouldn't get any closer to the given objective with the vehicle it's using
CloseToLeader
CriticalObjectiveWarning
DisplayDebug
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
used with bot's CustomAction interface to enter and exit a vehicle in the same action
FindDefensivePositionFor
FindNewEnemyFor
FindPathToObjective
FormationCenter
FriendlyToward
GetFacingRotation
GetLinkVehicle
GetMaxDefenseDistanceFrom
Returns:
- the maximum distance a bot should be from the given Actor it wants to defend
GetOnHoverboard
used with bot's CustomAction interface to tell it to get on the hoverboard
GetOrders
GetOrderStringFor
GetShortOrderStringFor
GetSize
GetStartObjective
Returns:
- the objective the given bot wants to spawn at
GetTowingDestination
Returns:
- a good objective to tow the given Pawn to - if None is returned bot will just do its normal logic
GotoVehicle
tells the given bot to attempt to move toward and enter the given vehicle
HandlePathObstruction
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
Returns:
- whether the given bot knows of some visible enemy that is not its current enemy
Initialize
IsDefending
IsOnPathToSquadObjective
returns whether the bot should be considered as moving towards SquadObjective if its goal is the given Actor
IsOnSquad
LeaveVehicleAtParkingSpot
called when the bot is trying to get to the given objective and has reached one of its parking spots
LeaveVehicleToReachObjective
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
MarkHuntingSpots
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
MergeWith
ModifyAggression
gives Squad a chance to modify how aggressively the bot chases down enemies
ModifyThreat
MustCompleteOnFoot
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
NearFormationCenter
NeverBail
Returns:
- whether bot should bail on a vehicle that has low health or is stuck
NotifyKilled
OverrideFollowPlayer
PickBotToReassign
PickNewLeader
PickRetreatDestination
PriorityObjective
RateDefensivePosition
RemoveBot
RemoveEnemy
RemovePlayer
Retask
SetAlternatePathTo
SetDefenseScriptFor
SetEnemy
SetFacingActor
SetObjective
ShouldCheckSuperVehicle
Returns:
- whether CheckSuperItem() should include vehicles
ShouldDeferTo
ShouldDestroyTranslocator
ShouldSuppressEnemy
ShouldUndeployVehicle
if bot is in a deployed vehicle, consider undeploying it
Returns:
- whether bot was given instructions
ShouldUseAlternatePaths
returns whether bots should use an alternate squad route to reach SquadObjective instead of the shortest possible route
ShouldUseHoverboard
TellBotToFollow
TryToIntercept
UndeployVehicle
used with bot's CustomAction interface to undeploy a vehicle