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ROEngine.ROBot

Extends
xBot

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Controller
      |   
      +-- Engine.AIController
         |   
         +-- GamePlay.ScriptedController
            |   
            +-- UnrealGame.Bot
               |   
               +-- XGame.xBot
                  |   
                  +-- ROEngine.ROBot

Constants Summary
attackID=0
defendID=1
Inherited Contants from UnrealGame.Bot
AngleConvert, ENEMYLOCATIONFUZZ, MAXSTAKEOUTDIST, MINSTRAFEDIST, MINVIEWDIST, TACTICALHEIGHTADVANTAGE

Variables Summary
ROVehicleAvoidVehicle
floatCachedMoveTimer
intCurrentRole
intDesiredRole
actorDodgeActor
floatFarMult
intGrenadeWeapon
actorLastDodgeActor
floatLastDodgeTime
floatLastFriendlyFireYellTime
floatNearMult
intPrimaryWeapon
floatRepeatDodgeFrequency
intSecondaryWeapon
Inherited Variables from XGame.xBot
PawnSetupRecord
Inherited Variables from UnrealGame.Bot
Accuracy, AcquireTime, Aggression, Aggressiveness, BaseAggressiveness, BaseAlertness, bCanFire, bChangeDir, bDodgingForward, bEnemyEngaged, bEnemyIsVisible, bFinalStretch, bFireSuccess, bForcedDirection, bFrustrated, bHasFired, bHasImpactHammer, bHasSuperWeapon, bHasTranslocator, bIgnoreEnemyChange, bInitLifeMessage, bInstantAck, bJumpy, bJustLanded, bLeadTarget, BlockedPath, bMustCharge, bPlannedShot, bPursuingFlag, bReachedGatherPoint, bRecommendFastMove, bShieldSelf, bSingleTestSection, bStoppedFiring, bStrafeDir, bTacticalDoubleJump, bTranslocatorHop, bWasNearObjective, CampTime, ChooseAttackCounter, ChooseAttackTime, ChoosingAttackLevel, CombatStyle, ComboNames[4], EnemyAcquisitionScript, EnemyVisibilityTime, FailedHuntEnemy, FailedHuntTime, FavoriteWeapon, FormationPosition, FormerVehicle, GatherTime, GoalScript, GoalString, HidingSpot, ImpactTarget, Jumpiness, LastAttractCheck, LastFireAttempt, LastFriendlyCheck, LastKillerPosition, LastKnownPosition, LastRespawnTime, LastSearchTime, LastSearchWeight, LastTaunt, LastUnderFire, LoseEnemyCheckTime, MinFFCheckTime, NextSquadMember, NextTranslocTime, NumRandomJumps, OldEnemy, OldMessageID, OldMessageType, OldOrderGiver, OldOrders, OrderNames[16], ReactionTime, RealTranslocationTarget, ReTaskTime, ScriptedCombat, SoakString, Squad, StartleActor, StartTacticalTime, StopStartTime, StrafingAbility, Tactics, TestLabel, TestPath, TestStart, TranslocationTarget, TranslocFreq, TranslocUse, VisibleEnemy

Enumerations Summary
Inherited Enumerations from UnrealGame.Bot
EScriptFollow

Functions Summary
functionbool AutoTaunt ()))
function AvoidThisVehicle (ROVehicle Feared))
function AvoidThisVehicle (ROVehicle Feared))
VehicleAvoid
functionvector BackItUp ()))
VehicleReroute
function BeginState ()))
Fallback
function BeginState ()))
MoveToGoal
function BeginState ()))
RangedAttack
function BeginState ()))
Roaming
function BeginState ()))
TacticalMove
function BeginState ()))
VehicleAvoid
function BeginState ()))
WaitForCrew
function BotVoiceMessage (name messagetype, byte MessageID, Controller Sender))
functionbool CanCombo ()))
functionbool CanComboMoving ()))
functionbool CanImpactJump ()))
functionbool CanUseTranslocator ()))
function ChangeCharacter (string newCharacter, optional string inClass))
functionbool CheckPathToGoalAround (Pawn P))
MoveToGoal
function CheckVehicleRoute ()))
event Destroyed ()))
function EndState ()))
RangedAttack
function EndState ()))
VehicleAvoid
function EnemyChanged (bool bNewEnemyVisible))
Fallback
function EnemyNotVisible ()))
Fallback
function EnemyNotVisible ()))
TacticalVehicleMove
function FindDestination ()))
TacticalVehicleMove
functionbool FireWeaponAt (Actor A))
Fallback
functionint GetGrenadeAmmo ()))
functionstring GetGrenadeWeapon ()))
functionint GetPrimaryAmmo ()))
functionstring GetPrimaryWeapon ()))
functionRORoleInfo GetRoleInfo ()))
functionint GetSecondaryAmmo ()))
functionstring GetSecondaryWeapon ()))
function HitTheDirt ()))
VehicleAvoid
function ImpactJump ()))
functionbool IsRetreating ()))
Fallback
event MayDodgeToMoveTarget ()))
function MayFall ()))
Fallback
function MayFall ()))
Roaming
eventbool NotifyBump (actor Other))
Fallback
function NotifyIneffectiveAttack (optional Pawn Other))
function NotifyIneffectiveAttack (optional Pawn Other))
Fallback
function NotifyIneffectiveAttack (optional Pawn Other))
RangedAttack
function Possess (Pawn aPawn))
function ReceiveProjectileWarning (Projectile proj))
Fallback
functionvector Reroute ()))
VehicleReroute
functionbool RerouteCollisionDetect (out vector dest))
VehicleReroute
function SendMessage (PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait, name BroadcastType))
function SendVoiceMessage (PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, name broadcasttype, optional Pawn soundSender, optional vector senderLocation))
function SetAttractionState ()))
function SetPawnClass (string inClass, string inCharacter))
function Timer ()))
Fallback
function Timer ()))
MoveToGoal
function Timer ()))
Roaming
function Timer ()))
TacticalVehicleMove
event Timer ()))
VehicleAvoid
functionbool TryToDuck (vector duckDir, bool bReversed))
function VehicleFightEnemy (bool bCanCharge, float EnemyStrength))
Inherited Functions from XGame.xBot
Possess, SetPawnClass
Inherited Functions from UnrealGame.Bot
AbortScript, AdjustAim, AdjustAimError, AdjustAround, AllowDetourTo, AlternateTranslocDest, AssignSquadResponsibility, AutoTaunt, AvoidCertainDeath, BeginState, BotVoiceMessage, CanAttack, CancelCampFor, CanCombo, CanComboMoving, CanDoubleJump, CanImpactJump, CanStakeOut, CanUseTranslocator, Celebrate, ChangedWeapon, ChangeStrafe, CheckFutureSight, CheckIfShouldCrouch, CheckPathToGoalAround, ChooseAttackMode, ClearPathFor, ClearShot, ClearTemporaryOrders, CompleteAction, DamageAttitudeTo, DefendMelee, DelayedWarning, Desireability, Destroyed, DirectedWander, DisplayDebug, DoCharge, DontReuseTaunt, DoRangedAttackOn, DoRetreat, DoStakeOut, DoTacticalMove, DoWaitForLanding, EndState, EnemyChanged, EnemyNotVisible, EnemyVisible, EngageDirection, ExecuteWhatToDoNext, FaceActor, FaceMoveTarget, FearThisSpot, FightEnemy, FindBestPathToward, FindDestination, FindInventoryGoal, FindNewStakeOutDir, FindNextJumpTarget, FindNextMoveTarget, FindRoamDest, FindSuperPickup, FindViewSpot, FireWeaponAt, ForceCelebrate, ForceGiveWeapon, Formation, FreeScript, GetDesiredOffset, GetEnemyName, GetMessageIndex, GetMyPlayer, GetOldEnemyName, GetOrderObject, GetOrders, GetOutOfVehicle, HasSuperWeapon, HearNoise, ImpactJump, InitializeSkill, InitPlayerReplicationInfo, IsHunting, IsRetreating, IsShootingObjective, IsSniping, IsStrafing, LeaveScripting, LoseEnemy, LostContact, MayDodgeToMoveTarget, MayFall, MayShootAtEnemy, MissedDodge, MonitoredPawnAlert, NearWall, NeedToTurn, NeedWeapon, NotifyAddInventory, NotifyBump, NotifyFallingHitWall, NotifyHeadVolumeChange, NotifyHitWall, NotifyJumpApex, NotifyKilled, NotifyLanded, NotifyMissedJump, NotifyPhysicsVolumeChange, NotifyPostLanded, NotifyTakeHit, PawnIsInPain, PickDestination, PickRetreatDestination, Possess, PostBeginPlay, PriorityObjective, ProficientWithWeapon, RateWeapon, ReceiveProjectileWarning, ReceiveWarning, RecoverFromBadStateCode, RelativeStrength, Reset, ResetSkill, Restart, ScriptingOverridesAI, SeePlayer, SendMessage, SetAlertness, SetAttractionState, SetCombatTimer, SetEnemyInfo, SetEnemyReaction, SetFall, SetFocus, SetLowGrav, SetMaxDesiredSpeed, SetMoveTarget, SetNewScript, SetOrders, SetPeripheralVision, SetRouteToGoal, SetTemporaryOrders, SetupSpecialPathAbilities, ShouldFireAgain, ShouldKeepShielding, ShouldPerformScript, ShouldStrafeTo, SoakStop, Startle, StartMoveToward, StopFiring, Stopped, StrafeFromDamage, SuperDesireability, SuperPickupNotSpokenFor, SwitchToBestWeapon, TestDirection, TimedFireWeaponAtEnemy, Timer, Trigger, TryCombo, TryStrafe, TryToDuck, TryWallDodge, UnPossess, UpdatePawnViewPitch, VehicleFightEnemy, WaitForMover, WanderOrCamp, WasKilledBy, WeaponFireAgain, WeaponPreference, WhatToDoNext, YellAt

States Summary
Dead Source code
state Dead
Fallback Source code
state Fallback
BeginState, EnemyChanged, EnemyNotVisible, FireWeaponAt, IsRetreating, MayFall, NotifyBump, NotifyIneffectiveAttack, ReceiveProjectileWarning, Timer
MoveToGoal Source code
state MoveToGoal
BeginState, CheckPathToGoalAround, Timer
RangedAttack Source code
state RangedAttack
BeginState, EndState, NotifyIneffectiveAttack
Roaming Source code
state Roaming
BeginState, MayFall, Timer
TacticalMove Source code
state TacticalMove
BeginState
TacticalVehicleMove Source code
state TacticalVehicleMove extends MoveToGoalWithEnemy
EnemyNotVisible, FindDestination, Timer
VehicleAvoid Source code
state VehicleAvoid
AvoidThisVehicle, BeginState, EndState, HitTheDirt, Timer
VehicleReroute Source code
state VehicleReroute
BackItUp, Reroute, RerouteCollisionDetect
WaitForCrew Source code
state WaitForCrew
BeginState


Constants Detail

attackID Source code

const attackID = 0;

defendID Source code

const defendID = 1;


Variables Detail

AvoidVehicle Source code

var ROVehicle AvoidVehicle;

CachedMoveTimer Source code

var float CachedMoveTimer;

CurrentRole Source code

var int CurrentRole;

DesiredRole Source code

var int DesiredRole;

DodgeActor Source code

var actor DodgeActor;

FarMult Source code

var float FarMult;

GrenadeWeapon Source code

var int GrenadeWeapon;

LastDodgeActor Source code

var actor LastDodgeActor;

LastDodgeTime Source code

var float LastDodgeTime;

LastFriendlyFireYellTime Source code

var float LastFriendlyFireYellTime;

NearMult Source code

var float NearMult;

PrimaryWeapon Source code

var int PrimaryWeapon;

RepeatDodgeFrequency Source code

var float RepeatDodgeFrequency;

SecondaryWeapon Source code

var int SecondaryWeapon;


Functions Detail

AutoTaunt Source code

function bool AutoTaunt ( ) )

AvoidThisVehicle Source code

function AvoidThisVehicle ( ROVehicle Feared) )

AvoidThisVehicle VehicleAvoid Source code

function AvoidThisVehicle ( ROVehicle Feared) )

BackItUp VehicleReroute Source code

function vector BackItUp ( ) )

BeginState Fallback Source code

function BeginState ( ) )

BeginState MoveToGoal Source code

function BeginState ( ) )

BeginState RangedAttack Source code

function BeginState ( ) )

BeginState Roaming Source code

function BeginState ( ) )

BeginState TacticalMove Source code

function BeginState ( ) )

BeginState VehicleAvoid Source code

function BeginState ( ) )

BeginState WaitForCrew Source code

function BeginState ( ) )

BotVoiceMessage Source code

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

CanCombo Source code

function bool CanCombo ( ) )

CanComboMoving Source code

function bool CanComboMoving ( ) )

CanImpactJump Source code

function bool CanImpactJump ( ) )

CanUseTranslocator Source code

function bool CanUseTranslocator ( ) )

ChangeCharacter Source code

function ChangeCharacter ( string newCharacter, optional string inClass) )

CheckPathToGoalAround MoveToGoal Source code

function bool CheckPathToGoalAround ( Pawn P) )

CheckVehicleRoute Source code

function CheckVehicleRoute ( ) )

Destroyed Source code

simulated event Destroyed ( ) )

EndState RangedAttack Source code

function EndState ( ) )

EndState VehicleAvoid Source code

function EndState ( ) )

EnemyChanged Fallback Source code

function EnemyChanged ( bool bNewEnemyVisible) )

EnemyNotVisible Fallback Source code

function EnemyNotVisible ( ) )

EnemyNotVisible TacticalVehicleMove Source code

function EnemyNotVisible ( ) )

FindDestination TacticalVehicleMove Source code

function FindDestination ( ) )

FireWeaponAt Fallback Source code

function bool FireWeaponAt ( Actor A) )

GetGrenadeAmmo Source code

function int GetGrenadeAmmo ( ) )

GetGrenadeWeapon Source code

function string GetGrenadeWeapon ( ) )

GetPrimaryAmmo Source code

function int GetPrimaryAmmo ( ) )

GetPrimaryWeapon Source code

function string GetPrimaryWeapon ( ) )

GetRoleInfo Source code

function RORoleInfo GetRoleInfo ( ) )

GetSecondaryAmmo Source code

function int GetSecondaryAmmo ( ) )

GetSecondaryWeapon Source code

function string GetSecondaryWeapon ( ) )

HitTheDirt VehicleAvoid Source code

function HitTheDirt ( ) )

ImpactJump Source code

function ImpactJump ( ) )

IsRetreating Fallback Source code

function bool IsRetreating ( ) )

MayDodgeToMoveTarget Source code

event MayDodgeToMoveTarget ( ) )

MayFall Fallback Source code

function MayFall ( ) )

MayFall Roaming Source code

function MayFall ( ) )

NotifyBump Fallback Source code

event bool NotifyBump ( actor Other) )

NotifyIneffectiveAttack Source code

function NotifyIneffectiveAttack ( optional Pawn Other) )

NotifyIneffectiveAttack Fallback Source code

function NotifyIneffectiveAttack ( optional Pawn Other) )

NotifyIneffectiveAttack RangedAttack Source code

function NotifyIneffectiveAttack ( optional Pawn Other) )

Possess Source code

function Possess ( Pawn aPawn) )

ReceiveProjectileWarning Fallback Source code

function ReceiveProjectileWarning ( Projectile proj) )

Reroute VehicleReroute Source code

function vector Reroute ( ) )

RerouteCollisionDetect VehicleReroute Source code

function bool RerouteCollisionDetect ( out vector dest) )

SendMessage Source code

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

SendVoiceMessage Source code

function SendVoiceMessage ( PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, name broadcasttype, optional Pawn soundSender, optional vector senderLocation) )

SetAttractionState Source code

function SetAttractionState ( ) )

SetPawnClass Source code

function SetPawnClass ( string inClass, string inCharacter) )

Timer Fallback Source code

function Timer ( ) )

Timer MoveToGoal Source code

function Timer ( ) )

Timer Roaming Source code

function Timer ( ) )

Timer TacticalVehicleMove Source code

function Timer ( ) )

Timer VehicleAvoid Source code

event Timer ( ) )

TryToDuck Source code

function bool TryToDuck ( vector duckDir, bool bReversed) )

VehicleFightEnemy Source code

function VehicleFightEnemy ( bool bCanCharge, float EnemyStrength) )


Defaultproperties

defaultproperties
{
     DesiredRole=-1
     CurrentRole=-1
     PrimaryWeapon=-1
     SecondaryWeapon=-1
     GrenadeWeapon=-1
     NearMult=1.500000
     FarMult=3.000000
     RepeatDodgeFrequency=3.000000
     OrderNames(0)="Attack"
     OrderNames(1)="Defend"
     OrderNames(2)="HOLD"
     OrderNames(5)="Defend"
     OrderNames(6)="Attack"
     OrderNames(7)="HOLD"
     PlayerReplicationInfoClass=Class'ROEngine.ROPlayerReplicationInfo'
     PawnClass=Class'ROEngine.ROPawn'
}

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Creation time: Fri 13-10-2023 03:18:51.245 - Created with UnCodeX