UE3:UTBot instance functions (UDK)
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Object >> Actor >> Controller >> AIController >> UTBot (instance functions) |
- UTBot instance functions in other games:
- Other member categories for this class:
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Instance functions
AdjustAround
AlternateTranslocDest
AssignSquadResponsibility
CanAttack
CanCombo
CanComboMoving
CanDoubleJump
CanImpactJump
CanStakeOut
Celebrate
ChangeStrafe
CheckFutureSight
CheckIfShouldCrouch
CheckPathToGoalAround
ChooseAttackMode
ClearPathFor
ClearShot
ClearTemporaryOrders
DamageAttitudeTo
DefendMelee
DelayedInstantWarning
called on a timer from ReceiveWarning() to dodge before the enemy's next instant hit shot
DisplayDebug
Overrides: AIController.DisplayDebug
(Description copied from AIController.DisplayDebug)
list important AIController 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.
DoCharge
DoRangedAttackOn
DoRetreat
DoStakeOut
DoTacticalMove
DoWaitForLanding
EnableBumps
EnableBumps() Timer - implemented in states where bot wants to receive bump notifications again
EnemyChanged
EnemyJustTeleported
Overrides: Controller.EnemyJustTeleported
EngageDirection
EnterVehicle
tells the bot to enter the given vehicle will abort if the vehicle can't be entered (too far away or whatever) must be used during ExecuteWhatToDoNext() as entering vehicles during async work is not allowed
FaceActor
FaceMoveTarget
FearThisSpot
FightEnemy
FindBestPathToward
FindInventoryGoal
FindRoamDest
FindSuperPickup
FindViewSpot
FireWeaponAt
Overrides: Controller.FireWeaponAt
FocusOnLeader
ForceCelebrate
ForceGiveWeapon
FreePoint
GetAdjustedAimFor
Overrides: Controller.GetAdjustedAimFor
(Description copied from Controller.GetAdjustedAimFor)
Adjusts weapon aiming direction.
Gives controller a chance to modify the aiming of the pawn. For example aim error, auto aiming, adhesion, AI help...
Requested by weapon prior to firing.
Parameters:
- W - weapon about to fire
- StartFireLoc - world location of weapon fire start trace, or projectile spawn loc.
GetDesiredOffset
GetDirectionHint
GetEnemyName
GetOrderObject
Overrides: AIController.GetOrderObject
GetOrders
Overrides: AIController.GetOrders
GetOutOfVehicle
HasSuperWeapon
HasTimedPowerup
Returns:
- whether bot has an inventory item with a timer on it
ImpactJump
performs an impact jump; assumes the impact hammer is already equipped and ready to fire
Initialize
IsDefending
IsHunting
IsRetreating
IsShootingObjective
IsSniping
IsStrafing
LandingShake
Overrides: Controller.LandingShake
LandingShake() returns true if controller wants landing view shake
LeaveVehicle
tells the bot to leave the vehicle as soon as possible must be used during ExecuteWhatToDoNext() as leaving vehicles during async work is not allowed
Parameters:
- bBlocking - whether or not this action 'blocks' the AI decision logic (i.e. it needs to wait until the bot exits the vehicle to finish decisionmaking)
LoseEnemy
LostContact
MoveAwayFrom
MoveToDefensePoint
NeedWeapon
NotifyAddInventory
Overrides: Controller.NotifyAddInventory
(Description copied from Controller.NotifyAddInventory)
Called when an inventory item is given to our Pawn
(owning client only)
Parameters:
- NewItem - the Inventory item that was added
NotifyKilled
Overrides: Controller.NotifyKilled
NotifyTakeHit
Overrides: Controller.NotifyTakeHit
OnAIFreeze
OnAIStartFireAt
OnAIStopFire
PawnDied
Overrides: Controller.PawnDied
PerformCustomAction
performs a custom action, calling the specified delegate each tick until it returns true, then triggers a new decision via WhatToDoNext()
PickRetreatDestination
PriorityObjective
Overrides: AIController.PriorityObjective
ProficientWithWeapon
RateWeapon
ReadyForLift
Overrides: Controller.ReadyForLift
ReceiveProjectileWarning
Overrides: Controller.ReceiveProjectileWarning
RelativeStrength
ResetDoubleJump
ResetSkill
Restart
Overrides: Controller.Restart
SendMessage
Overrides: Controller.SendMessage
SetAlertness
SetAttractionState
SetBotOrders
SetCombatTimer
SetDoubleJump
SetEnemyInfo
SetEnemyReaction
SetFall
SetMaxDesiredSpeed
SetPeripheralVision
SetRouteToGoal
SetTemporaryOrders
ShouldDefendPosition
ShouldFireAgain
ShouldStrafeTo
Startle
StartMonitoring
StartMoveToward
StopMovement
tells our pawn to stop moving
Stopped
StrafeFromDamage
SuperPickupNotSpokenFor
TimedDodgeToMoveTarget
used on a timer when bot may consider a second dodge towards its MoveTarget to emulate double click delay
TimedFireWeaponAtEnemy
TimedFireWeaponAtScriptedTarget
TossFlagToPlayer
TossFlagToPlayer() If a player is nearby, transfer the flag / orb to the nearest player Otherwise, just drop the flag / orb
TryDuckTowardsMoveTarget
considers attempting to dodge an enemy shot by dodging in the closest dodge direction to our MoveTarget
Returns:
- whether the bot attempted a dodge
TryToDuck
TryWallDodge
UnderLift
Overrides: Controller.UnderLift
(Description copied from Controller.UnderLift)
Called when the this Controller's Pawn gets hit by an InterpActor interpolating downward while this Controller has Lift
set as its PendingMover
Parameters:
- Lift - the LiftCenter associated with the InterpActor that hit the Pawn
VehicleFightEnemy
WaitForMover
Overrides: Controller.WaitForMover
WanderOrCamp
WasKilledBy
WeaponFireAgain
WeaponPreference
YellAt