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  • '''Bot Support''' and '''Botplay''' are both terms used to describe a map's suppor ...t support of the map as created by the level designer and the [[Legacy:Bot|Bot]] class AI construct.
    4 KB (603 words) - 22:04, 30 December 2013
  • ...ath networks. For a simple tutorial, see [[Legacy:Basic Bot Pathing|Basic Bot Pathing]]. ...ilable [[Legacy:NavigationPoint|NavigationPoint]]s for options that handle bot support.
    12 KB (1,965 words) - 18:13, 11 April 2015
  • 500 B (60 words) - 15:16, 9 February 2012

Page text matches

  • There is no "start" of a path. Routes are calculated from wherever the bot happens to be to wherever they feel like they should be going. a bot always looks for the quickest route to the flag. If that route & another po
    7 KB (1,187 words) - 20:28, 20 July 2013
  • ...cks player actors ([[Legacy:PlayerPawn|PlayerPawn]]s and [[Legacy:Bot (UT)|Bot (UT)]]s).
    2 KB (218 words) - 18:03, 12 September 2016
  • ...or off by being triggered, and the cost only applies to [[Legacy:Bot (UT)|Bot (UT)]]s on the attacking team. [[Category:Bot Support]]
    929 B (129 words) - 17:34, 11 April 2015
  • ...ods lacked good bot support, some used the basic [[Legacy:Bot Support (UT)|Bot Support (UT)]], which is great for running around, collecting weapons and k ...bility detirmines how sweet the candy is, making bots want it more. When a bot runs over the candy, it is "picked up" despite not really existing, ensurin
    3 KB (477 words) - 15:02, 6 June 2015
  • '''Bot Support''' and '''Botplay''' are both terms used to describe a map's suppor ...t support of the map as created by the level designer and the [[Legacy:Bot|Bot]] class AI construct.
    4 KB (603 words) - 22:04, 30 December 2013
  • ...ath networks. For a simple tutorial, see [[Legacy:Basic Bot Pathing|Basic Bot Pathing]]. ...ilable [[Legacy:NavigationPoint|NavigationPoint]]s for options that handle bot support.
    12 KB (1,965 words) - 18:13, 11 April 2015
  • ...estination path node. These can be safely ignored unless you are actually Bot-Pathing your level.
    8 KB (1,318 words) - 23:56, 7 June 2011
  • ...eam in teamgames, viewing from their locaton (for example, <code>viewclass bot</code>). Note that this command will only allow a view from an Actor that ...am in teamgames, viewing from their location (for example, <code>viewclass bot</code>). Note that this command will only allow a view from an Actor that
    5 KB (837 words) - 15:47, 4 September 2014
  • ...UT)]] aPlayer) : Called to re-start a player on the map. Will also remove bot players from the game if there are too many of them. ...cy:Bot (UT)|Bot (UT)]] SpawnBot (out NavigationPoint StartSpot) : Spawns a bot. <i>Finish me</i>
    12 KB (1,677 words) - 20:42, 3 January 2017
  • ...ault inventory assignment, and if appropriate, team assignment and general bot behavior. ; string BotMenuType : Type of bot menu to display.
    18 KB (2,549 words) - 01:18, 9 April 2017
  • A '''JumpSpot''' is a NavigationPoint that indicates where a Bot can jump with [[Legacy:UT_JumpBoots|Jump Boots]] (or [[Legacy:HammerJump|ha Put a JumpSpot where you want to be the end of the using bot's jump. Set it's LiftCenter -> LiftTag in the Properties to a name that bet
    3 KB (453 words) - 12:52, 19 January 2016
  • ...UT)|Pawn (UT)]]", "[[Legacy:PlayerPawn|PlayerPawn]]" or "[[Legacy:Bot (UT)|Bot (UT)]]".
    5 KB (772 words) - 19:32, 17 January 2016
  • ; vector MaxDist2D: The maximum distance between the bot and the LiftCenter. It defaults to 400 world units. * [[Legacy:Bot Pathing|Bot Pathing]] for further path network topics
    2 KB (221 words) - 18:17, 5 September 2015
  • * [[Legacy:Moving Power Cores|Moving Power Cores]] - Without Breaking Bot Support. * [[Legacy:Bot Support|Bot Support]] &ndash; Other bot-related topics
    4 KB (589 words) - 22:00, 30 December 2013
  • ...so on. You can also enter the Event tag of a particular actor so when the bot gets to the waypoint, something can be triggered to happen.
    3 KB (533 words) - 12:16, 10 April 2015
  • # A bot can 'see' through a semisolid, but not a solid, for instance if your window
    6 KB (1,132 words) - 15:17, 27 September 2013
  • // Note: this does kinda upsets the blanace of Bot decission in case they assigned the current if (P.IsA('Bot'))
    17 KB (2,517 words) - 20:28, 9 November 2016
  • Bots will not use vehicles until a proper CTF bot path network is set, with an AssaultPath set to each flag and at least one ...eone else mentioned it in another thread, but what good is it to have your bot grab the flag and then not have a vehicle available when it returns to the
    12 KB (2,038 words) - 22:44, 11 April 2012
  • ...of view of a bot which is located at the position of the other one and the bot could go there at least in one direction. Each [[Legacy:Pickup (UT)|Pickup ...ligence]], and [[Legacy:Bot Support|Bot Support]] and [[Legacy:Bot Pathing|Bot Pathing]] for a technical overview.
    6 KB (746 words) - 17:40, 11 April 2015
  • ...erPawn() (simulated) : Returns true if this pawn is controlled by a player/bot. ...mulated) : Returns true if this pawn was previously controlled by a player/bot.
    19 KB (2,341 words) - 01:41, 23 May 2015

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