UE3:UTOnslaughtSquadAI (UT3)
Object >> Actor >> Info >> ReplicationInfo >> UTSquadAI >> UTOnslaughtSquadAI |
- Package:
- UTGame
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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties
bDefendingSquad
Type: bool
LastFailedNodeTeleportTime
Type: float
LastFindObjectiveTime
Type: float
last time tried to find attack objective (with squadobjective == None)
MaxObjectiveGetOutDist
Type: float
cached highest ObjectiveGetOutDist of all the vehicles available on this level
ONSTeamAI
Type: UTOnslaughtTeamAI
pointer to Team.AI so we don't have to cast all the time
OrbObjective
Type: UTOnslaughtNodeObjective
objective for bot with orb
Default values
Property | Value |
---|---|
bAddTransientCosts | True |
MaxSquadSize | 3 |
Instance functions
AllowTaunt
Overrides: UTSquadAI.AllowTaunt
AssignSquadResponsibility
Overrides: UTSquadAI.AssignSquadResponsibility
BeDevious
Overrides: UTSquadAI.BeDevious
CheckBarricades
check if bot can destroy any barricades
CheckOrbCarrierObjective
CheckSquadObjectives
Overrides: UTSquadAI.CheckSquadObjectives
CheckVehicle
Overrides: UTSquadAI.CheckVehicle
FindPathToObjective
Overrides: UTSquadAI.FindPathToObjective
FormationCenter
Overrides: UTSquadAI.FormationCenter
GetMaxDefenseDistanceFrom
Overrides: UTSquadAI.GetMaxDefenseDistanceFrom
(Description copied from UTSquadAI.GetMaxDefenseDistanceFrom)
Returns:
- the maximum distance a bot should be from the given Actor it wants to defend
GetMaxObjectiveGetOutDist
GetOrbToDefendNode
consider telling B to get the orb to defend SquadObjective
GetOrders
Overrides: UTSquadAI.GetOrders
GetStartObjective
Overrides: UTSquadAI.GetStartObjective
(Description copied from UTSquadAI.GetStartObjective)
Returns:
- the objective the given bot wants to spawn at
GetTowingDestination
Overrides: UTSquadAI.GetTowingDestination
(Description copied from UTSquadAI.GetTowingDestination)
Returns:
- a good objective to tow the given Pawn to - if None is returned bot will just do its normal logic
Initialize
Overrides: UTSquadAI.Initialize
MarkHuntingSpots
Overrides: UTSquadAI.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
Overrides: UTSquadAI.MaxVehicleDist
returns the maximum distance the given Pawn should search for vehicles to enter
ModifyAggression
Overrides: UTSquadAI.ModifyAggression
gives Squad a chance to modify how aggressively the bot chases down enemies
ModifyThreat
Overrides: UTSquadAI.ModifyThreat
MustCompleteOnFoot
Overrides: UTSquadAI.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
Overrides: UTSquadAI.MustKeepEnemy
NodeTeleport
used with bot's CustomAction interface to process a node teleport
OwnAllPowerNodes
Returns:
- whether my team owns all power nodes
PriorityObjective
Overrides: UTSquadAI.PriorityObjective
SetDefenseScriptFor
Overrides: UTSquadAI.SetDefenseScriptFor
SetObjective
Overrides: UTSquadAI.SetObjective
ShouldCheckSuperVehicle
Overrides: UTSquadAI.ShouldCheckSuperVehicle
(Description copied from UTSquadAI.ShouldCheckSuperVehicle)
Returns:
- whether CheckSuperItem() should include vehicles
ShouldUseAlternatePaths
Overrides: UTSquadAI.ShouldUseAlternatePaths
returns whether bots should use an alternate squad route to reach SquadObjective instead of the shortest possible route
VehicleDesireability
Overrides: UTSquadAI.VehicleDesireability