UE2:Bot instance functions (UT2003)

From Unreal Wiki, The Unreal Engine Documentation Site
UT2003 Object >> Actor >> Controller >> AIController >> ScriptedController >> Bot (instance functions)
Bot instance functions in other games:
Other member categories for this class:

Instance functions

AdjustAim

function Object.Rotator AdjustAim (Ammunition FiredAmmunition, Object.Vector projStart, int aimerror)

Overrides: ScriptedController.AdjustAim


AdjustAimError

function float AdjustAimError (float aimerror, float TargetDist, bool bDefendMelee, bool bInstantProj, bool bLeadTargetNow)


AdjustAround

function bool AdjustAround (Pawn Other)


AlternateTranslocDest

function Actor AlternateTranslocDest ()


AssignSquadResponsibility

function bool AssignSquadResponsibility ()


AutoTaunt

function bool AutoTaunt ()

Overrides: Controller.AutoTaunt


BotVoiceMessage

function BotVoiceMessage (name messagetype, byte MessageID, Controller Sender)

Overrides: Controller.BotVoiceMessage


CanAttack

function bool CanAttack (Actor Other)


CancelCampFor

function CancelCampFor (Controller C)


CanCombo

function bool CanCombo ()


CanComboMoving

function bool CanComboMoving ()


CanDoubleJump

function bool CanDoubleJump (Pawn Other)


CanImpactJump

function bool CanImpactJump ()


CanStakeOut

function bool CanStakeOut ()


CanUseTranslocator

function bool CanUseTranslocator ()


Celebrate

function Celebrate ()


ChangedWeapon

function ChangedWeapon ()

Overrides: Controller.ChangedWeapon


CheckFutureSight

function bool CheckFutureSight (float deltatime)

Overrides: Controller.CheckFutureSight


CheckIfShouldCrouch

function CheckIfShouldCrouch (Object.Vector StartPosition, Object.Vector TargetPosition, float probability)


CheckPathToGoalAround

function bool CheckPathToGoalAround (Pawn P)


ChooseAttackMode

function ChooseAttackMode ()


ClearPathFor

function ClearPathFor (Controller C)


ClearShot

function bool ClearShot (Object.Vector TargetLoc, bool bImmediateFire)


DamageAttitudeTo

function DamageAttitudeTo (Pawn Other, float Damage)

Overrides: Controller.damageAttitudeTo


DefendMelee

function bool DefendMelee (float Dist)


DirectedWander

function DirectedWander (Object.Vector WanderDir)


DisplayDebug

function DisplayDebug (Canvas Canvas, out float YL, out float YPos)

Overrides: AIController.DisplayDebug


DoCharge

function DoCharge ()


DontReuseTaunt

function bool DontReuseTaunt (int T)

Overrides: Controller.DontReuseTaunt


DoRangedAttackOn

function DoRangedAttackOn (Actor A)


DoRetreat

function DoRetreat ()


DoStakeOut

function DoStakeOut ()


DoTacticalMove

function DoTacticalMove ()


DoWaitForLanding

function bool DoWaitForLanding ()


EnemyChanged

function EnemyChanged (bool bNewEnemyVisible)


EnemyVisible

function bool EnemyVisible ()


ExecuteWhatToDoNext

function ExecuteWhatToDoNext ()


FaceActor

function Actor FaceActor (float StrafingModifier)


FaceMoveTarget

function Actor FaceMoveTarget ()


FearThisSpot

function FearThisSpot (AvoidMarker aSpot)

Overrides: Controller.FearThisSpot


FightEnemy

function FightEnemy (bool bCanCharge, float EnemyStrength)


FindBestPathToward

function bool FindBestPathToward (Actor A, bool bCheckedReach, bool bAllowDetour)


FindInventoryGoal

function bool FindInventoryGoal (float BestWeight)


FindRoamDest

function bool FindRoamDest ()


FireWeaponAt

function bool FireWeaponAt (Actor A)

Overrides: Controller.FireWeaponAt


Formation

function bool Formation ()


FreeScript

function FreeScript ()


GetDesiredOffset

function float GetDesiredOffset ()


GetEnemyName

function string GetEnemyName ()


GetMessageIndex

function byte GetMessageIndex (name PhraseName)

Overrides: Controller.GetMessageIndex


GetMyPlayer

function Pawn GetMyPlayer ()

Overrides: ScriptedController.GetMyPlayer


GetOldEnemyName

function string GetOldEnemyName ()


GetOrderObject

function Actor GetOrderObject ()

Overrides: AIController.GetOrderObject


GetOrders

function name GetOrders ()

Overrides: AIController.GetOrders


ImpactJump

function ImpactJump ()


InitializeSkill

function InitializeSkill (float InSkill)


InitPlayerReplicationInfo

function InitPlayerReplicationInfo ()

Overrides: Controller.InitPlayerReplicationInfo


IsHunting

function bool IsHunting ()


IsRetreating

function bool IsRetreating ()


IsSniping

function bool IsSniping ()


IsStrafing

function bool IsStrafing ()


LoseEnemy

function bool LoseEnemy ()


LostContact

function bool LostContact (float MaxTime)


NearWall

function bool NearWall (float walldist)


NeedToTurn

function bool NeedToTurn (Object.Vector targ)


NeedWeapon

function bool NeedWeapon ()


NotifyKilled

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

Overrides: Controller.NotifyKilled


PickRetreatDestination

function bool PickRetreatDestination ()


Possess

function Possess (Pawn aPawn)

Overrides: Controller.Possess


PriorityObjective

function bool PriorityObjective ()

Overrides: AIController.PriorityObjective


ProficientWithWeapon

function bool ProficientWithWeapon ()


RateWeapon

simulated function float RateWeapon (Weapon w)

Overrides: Controller.RateWeapon


ReceiveWarning

function ReceiveWarning (Pawn shooter, float projSpeed, Object.Vector FireDir)

Overrides: Controller.ReceiveWarning


RelativeStrength

function float RelativeStrength (Pawn Other)


ResetSkill

function ResetSkill ()


Restart

function Restart ()

Overrides: Controller.Restart


ScriptingOverridesAI

function bool ScriptingOverridesAI ()


SendMessage

function SendMessage (PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait, name BroadcastType)

Overrides: Controller.SendMessage


SetAlertness

function SetAlertness (float NewAlertness)


SetAttractionState

function SetAttractionState ()


SetCombatTimer

function SetCombatTimer ()


SetEnemyInfo

function SetEnemyInfo (bool bNewEnemyVisible)


SetEnemyReaction

function SetEnemyReaction (int AlertnessLevel)

Overrides: ScriptedController.SetEnemyReaction


SetFall

function SetFall ()

Overrides: Controller.SetFall


SetMaxDesiredSpeed

function SetMaxDesiredSpeed ()


SetNewScript

function SetNewScript (ScriptedSequence NewScript)

Overrides: ScriptedController.SetNewScript


SetOrders

function SetOrders (name NewOrders, Controller OrderGiver)

Overrides: AIController.SetOrders


SetPeripheralVision

function SetPeripheralVision ()


SetRouteToGoal

function bool SetRouteToGoal (Actor A)


ShouldPerformScript

function bool ShouldPerformScript ()


ShouldStrafeTo

function bool ShouldStrafeTo (Actor WayPoint)


Startle

function Startle (Actor Feared)

Overrides: AIController.Startle


StartMoveToward

function bool StartMoveToward (Actor O)


StopFiring

function StopFiring ()

Overrides: Controller.StopFiring


Stopped

function bool Stopped ()


StrafeFromDamage

function bool StrafeFromDamage (float Damage, class<DamageTypeDamageType, bool bFindDest)


TestDirection

function bool TestDirection (Object.Vector dir, out Object.Vector pick)


TimedFireWeaponAtEnemy

function TimedFireWeaponAtEnemy ()


TryCombo

function TryCombo (string ComboName)


TryToDuck

function bool TryToDuck (Object.Vector duckDir, bool bReversed)


UpdatePawnViewPitch

function UpdatePawnViewPitch ()


WaitForMover

function WaitForMover (Mover M)

Overrides: AIController.WaitForMover


WanderOrCamp

function WanderOrCamp (bool bMayCrouch)


WasKilledBy

function WasKilledBy (Controller Other)

Overrides: Controller.WasKilledBy


WeaponFireAgain

function bool WeaponFireAgain (float RefireRate, bool bFinishedFire)

Overrides: ScriptedController.WeaponFireAgain


WeaponPreference

function float WeaponPreference (Weapon W)

Overrides: Controller.WeaponPreference


WhatToDoNext

function WhatToDoNext (byte CallingByte)


YellAt

function YellAt (Pawn Moron)